End-to-end battling in Tower Control (15-9, Blaster)

26th May 2017 – 7.00 pm

Yeah, I'm still not great with a Blaster. Two indirect hits don't splat a Luna Blaster, who punishes me with a direct hit. And already we have an infiltrator, inking the turf purple as close to our base as he dares. I help try shoo him away, using Disruptors to try to mark him, but he does as his job, as the Tower trundles around the corner. It's a big lead for the purple team already.

My aim lets me down again, even with a huge inkling head in front of me. Maybe one day I'll be good at battling, but I remain average for now. I can still make a positive contribution, starting by getting rid of the purple ink around our base. When that's done, I move up, pausing to see where a friendly Killer Wail will push the purple inklings. As I suspected, one comes straight to me.

A direct hit with an obscured shot is lucky and welcome, and helps support the Tower's push, backed up by another lucky direct hit to clear the reclaimed Tower and reclaim it for ourselves, to keep the push going. Nice! A Disruptor slows down the Luna Blaster, enough for me to get two indirect hits, and a Killer Wail clears the way as my squidmates return to the fray.

I misjudge my position on the Tower slightly, but I don't mind, as it's just before we take the lead. And by the time I return, the lead has been greatly advanced. Nice! I am forced away from the returning Tower, though, but going around the back doesn't look safe with two purple inklings about to hit the base. I still get a couple of splats before I get in to too much trouble.

Once more the Tower comes our way, and the Luna Blaster makes a pain of herself. I take a different route, and try a sacrificial play. It would have worked with a more accurate shot, I'm sure. Instead, I take myself out of the battle pointlessly. The purple team take the lead back and almost control the whole map. I feel somewhat to blame. But at least my squidmates stop the Tower, which is encouraging.

Another dive works much better, jumping the super-jumper, and I help clear the Tower with a couple more shots than are necessary. But the Tower comes back, and although I clear it again, the sweepers behind it clear me out pretty efficiently. Our Dynamo Roller saves me from the Luna Blaster, and I splat a super-jumper under our Splat Roller, but a quick-launch Seeker seeks me quickly.

I have no idea how the next Seeker misses me, but I'm okay with it. And now we have to clear the Tower before the battle ends, and ride it almost all the way to the goal in extra time. It's quite an ask, and we barely get past half-way before we're all splatted off the Tower. Even so, it was an action-packed battle!

Blasts all around in Tower Control (12-8, Blaster)

26th May 2017 – 7.00 am

I try not to rush forwards in to trouble, and take a measured approach to riding the Tower. Naturally, as soon as I get on, when it looks clear, I am under inky pressure and hop off again. As my Disruptor throw goes nowhere, I get myself somewhere, and decide to try to cause disruption from behind. I get one decent splat, and another that is pure luck. Nice!

A squidmate saves me from a Luna Blaster, and I aim a Killer Wail nicely, as the Tower trundles forwards with purple inklings aboard. I can't quite stop myself in time as a Splat Bomb rolls in front of me, and am sent back to our base. I return by the side route and look to cause disruption with Disruptors. I don't really find any inklings, and decide to help a squidmate in trouble instead.

I get lucky again with the splat, and probably should have thrown a Disruptor first. But luck is with me at the moment, as I set a Killer Wail when I shouldn't, which, combined with my Blaster, forces an inkling to hide from me. Although I really should stick with blasting, using the weapon's ability to damage around corners, I drop down instead, but come up roses again. I won't always be this lucky, though.

After a short ride on the Tower, I return with some good Disruptor throwing to push a pest away from us, but his work is done, as the Tower trundles around the corner and in to the lead for the teal team. Despite some blaster pressure, I get one inkling off the Tower. The other turns in to a Kraken and is harder to dislodge, but the team manages it. A super-jumper lands to keep it moving, and although inking the back of my head doesn't stop it, we clear the tower eventually and start its return to the centre.

The Tower comes back soon enough, and now we have teal ink everywhere in front of our base. That could be hiding inklings, and probably is, so some caution is recommended. A Disruptor finds one inkling, who is slowed enough for me to splat them, and a teal patch on the Tower is the obvious place for another inkling. I help clear the Tower and start pushing it back again.

I try to pick the right time for my Killer Wail, and I hope it works. The Tower keeps moving forwards, at least. And an Echolocator helps me get up to the teal side of the map knowing it's safe so I can spread some purple ink. I make good use of a Disruptor to slow down a threat, but a late shot catches up with me just after I get the splat. The Tower moves a little bit longer, but is soon stopped and reversed.

I'm clearly not as good with a blaster as the Luna Blaster is, but that's okay. I keep practicing. And it's a curious stalemate I get in to with a Kraken on the Tower. There's not much I can do with only a few seconds remaining in the battle but try to blast her off the Tower. Naturally, it doesn't quite go as I hope.

Rolling around the Splat Zones (13-5, Carbon Roller Deco)

25th May 2017 – 7.00 pm

A Seeker for my squidmates, but I'm heading around the side to get to the other Splat Zone. Eventually, at least. Or not even eventually, as a blue inkling going the longer way around gets my attention. But I'm cautious not to get splatted, and that means I am too far behind to make a difference, the inkling splatted just as I catch up to him. Never mind, I keep rolling on.

I make it to the other side, and wonder why my Seeker Rush isn't working. Because it isn't charged. The only Seeker launched hits its target, though, charging the Rush, and I let loose, getting another splat and inking some turf. After making it a little awkward for the blue team, I turn my attention to the Splat Zone, but have to hide when a Sloshing Machine is ahead of me.

The Sloshing Machine runs out of ink, so I press ahead, but lose him in the ink. I win the close-quarter encounter, but have to keep moving with some inky pressure behind me. The blue inkling looks to follow me, hence my cautious manoeuvring that apparently wasn't required, but I return to the Splat Zone with a Seeker Rush charged.

That's a nice Seeker double-splat, but if only my Carbon Roller flick had more range, as the inklings above me are a bit too safe, and I am easily flushed out by a Sprinkler. I am a bit too cautious when returning to the Splat Zone, and mess up what could have been a positive Seeker, but I manage to stay mostly in control, right up until I could have done with a bit more ink on a wall to avoid a Killer Wail.

Going around the side has worked so far, so I continue heading that way. It's maybe not such a good idea this time, as I find myself in a crossfire of blue ink. Don't ask me how, but I survive and escape, returning with a Seeker Rush that splats one inkling and forces another too close. But talking of too close, I find myself between two Ink Mines with no easy escape route.

We lose the lead soon after, not that I realised we had the lead, but regain control pretty quickly with a good team effort. The Sloshing pressure is repelled, and I get good splats on the two Aerospray RGs, which all combines to give us back the lead. A Killer Wail lets the blue team advance, but bunching together is bad for them against my Roller. But if only I could get to the inkling launching the Inkstrike sooner, but my leap instead makes me vulnerable.

I try to track the Aerospray RG who splats me as he crosses the bridge, sending a Seeker his way, but my progress is tracked by the Splatterscope. But it's okay, as my squidmates are on top of circumstances, splatting inklings and regaining control of the Splat Zones to end extra time for the victory. Woomy!

A bit of a blast in Splat Zones (5-4, Blaster)

25th May 2017 – 7.00 am

I've not played with the Blaster for a while. A few battles reminds me why: it's pretty difficult to do well. That means I need more practice! I also know some people think the Blaster is not suited to Splat Zones, unconvinced about its ink coverage, but I think it will do just fine. And running head-first in to a Splatterscope is no different with a Blaster than any other weapon. At least my Disruptor hits back.

I wish I could warn the Splatterscope about the Suction Bomb, and I know how easy it is to overlook them. I manage to stay back and ink over the mess, which is something. We capture our Splat Zone and I try to shoo off a purple inkling, but he goes by himself. What I realise a bit late is that he's charging his Special. What he doesn't realise is that I accidentally manage to flank him.

I watch for more flanking inklings, and two look to be coming. One's the Splatterscope, who is looking to catch us off-guard across the water. But her Splat Bomb Rush pulls her closer, at just the time that I've moved closer, and I splat away the threat. I also spot where the Splattershot is hiding in the ink, and get a really satisfying direct splat. If the rest of the battle goes this well, it's going to be amazing!

Trying to continue my splatting, I lurk and watch for flankers. The Spattershot predictably returns, but I fluff my first shot a little, and his manoeuvring gets the better of me. I head in the other direction on my return, and make good use of a Disruptor to highlight and slow a target, getting an easier splat because of it. And maybe I should use my Killer Wail sooner, given the corridor ahead of me, but I survive and use it to get a splat in the end.

I spend a bit of time frustrating the Luna Blaster with consecutive Disruptors, but pushing forwards for the splat misses seeing the squidding Splattershot, and I'm sent back to base. I come back to keep the Splat Zones inked, but getting too close to an inkling results in my leaving a purple splotch in the wrong place.

We only need to control the Splat Zones for a little time longer, and I super-jump to a squidmate to try to reduce the time away from the zones. I have little to do in the opposition zone, as it turns out, and end up throwing Disruptors at a Splattershot. Maybe they help, as she gets splatted, and with the zones recaptured moments later the battle is won! Woomy!

Flanking for the victory in Rainmaker (10-7, Tri-slosher)

24th May 2017 – 7.00 pm

I try to make use of our Splatterscope's ink to go faster, rather than slosh redundant ink. It works to get me closer to the E-litre 3K scope faster. Even though it's the Octoshot Replica that splats me, I'm more concerned about the E-litre 3K and attribute the splat to him anyway. Hence my attempt to flank the charger, although I accidentally happen to almost support the Rainmaker as I do. Not that I get anywhere.

Let's go in the other direction! Or not, because the Rainmaker is advancing quickly! I get a good slosh in, and leave my squidmates to deal with the Rainmaker, because I'm a bit of an arse, and head off with intentions to flank the E-litre 3K. It's a serious bit of flanking too, going the longest way around. But the E-litre 3K is too high up for my bucket, and I can't squid up a wall, apparently.

I turn back to consider my options, which gets me embroiled in supporting the Rainmaker. I like to feel I'm contributing. Splatting the Killer Wailer is fun, and that opens a short-cut to the top level, which I actually manage to do for once. The E-litre 3K is looking in the other direction, and although my own tunnel vision gets me splatted, I splat my target. I was never going to last up on that level anyway.

That route worked once, so I try it again, and get in to a stand-off. Maybe I shouldn't try jumping a Kraken next time. I try slowing down the brush with a Disruptor, but she's faster than my throw. I try a second time, but a good splat beats me to it. That's a nice shot! I can't hit with an area-effect, but a direct shot gets the splat. I have to admire it later, though, as we are Echolocated and I don't want to do something silly.

I don't do something silly. I do something pretty neat! My Disruptor drains my ink tank, but thank goodness for my Bubbler charging as I'm cornered. I pop the Bubbler, refilling my ink tank and letting me survive and get a splat. I head around and up the top, enjoying the clanking footsteps of the squidmate joining me, and slosh down on the running brush. Over the podium and I throw a Disruptor at the Dual Squelcher, following up as he tries to escape, but slow from the Disruptor. And from there down and around the corner, as I realise we have the Rainmaker, for a good flanking splat on the E-litre 3K. Nice!

I go back up to the top to ink a path and be disruptive, but get wary of the E-litre 3K's reappearance, and fall to my doom. So it goes. On my return, I ink one wall as a diversion before squidding cautiously up another. The Rainmaker's Shield provides some ink and gets the E-litre 3K's attention, but my Bubbler charges at the right time again. And with the Rainmaker beside me, a bit of ink up the wall lets us take the long-held lead away from the teal team! Also nice!

We just need to defend for ten seconds or so, and the battle has been turned around. This is a good moment for a sacrificial move, and I squid up to engage the Rainmaker directly. I get splatted for my efforts, but get the splat, reset the Rainmaker, and help us secure the victory! On top of that, I return to A Rank for the first time in what feels like ages. Woomy!

Eventually being useful in Rainmaker (5-2, Tri-slosher)

24th May 2017 – 7.00 am

Trying to jump around the Rainmaker to engage the yellow inklings doesn't quite go to plan, but at least I'm safely knocked to the ground. Or so I think. Maybe a less direct route would be better. A squidmate agrees, although I am now quite aware that the yellow team have pushed the Rainmaker quite far, and I am in completely the wrong place.

Thankfully, my squidmates get the Rainmaker under control, and my coming from the wrong direction inks a good portion of turf. My Bubbler even charges, so that it's ready when the yellow inklings come to admire all the blue turf, and I suppose it saves me, but by throwing me off the top of Flounder Heights.

My return to the top of the Heights doesn't get me splatted, and I don't charge head-on in to trouble. Not right away. For some reason, the massive blast of the Rainmaker pointing towards me doesn't register as a threat. Maybe I can claim that I fell off the ledge. At least the squidmate who super-jumps to my position gets overlooked, and he seems to splat the Rainmaker.

Whee, my first splat, almost two minutes in to the battle! I pick my moment, waiting for the Rainmaker to blithely walk under my slosh zone, and bucket ink down. A squidmate recovers the Rainmaker, and I keep my height advantage to help with inking turf. It soon clear that I need to be elsewhere, though, so I move across, and instead of waiting for them to squid the wall, jink on to the grate and engage them from above.

Above and below, splatting the Rainmaker with some upwards sloshing. From there I ink a path ahead, trying to get rid as much of the yellow as possible, and chucking a Disruptor in case of hiding squids. No one's there, and my bucket runs dry, so it's time to squid ahead.

There's more blue turf ahead than I realised, with just the ramp to the podium needing some ink. Of course, there's yellow resistance, but my Bubbler works well this time, as I activate it closer to the yellow inklings.

Three quick splats leave the way clear, and the Rainmaker is right behind me, giving me a great view of the dunking that not even a Burst Bomb can stop. Woomy!

Charging beside the Rainmaker (7-4, Hero Charger Replica)

23rd May 2017 – 7.00 pm

I spy that inkable block for Rainmaker. That'll stop me taking the long route around the side for no reason. I get up on to the perch nice and quickly, but the Rainmaker Shield once more obstructs my aim. And I almost have a point this time, because despite my first shot, pulled upwards, when I wait for the shield to be burst I get two good splats!

The Rainmaker is grabbed and I follow behind when I have enough space. But the excitement of a quick run gets the better of me, and my other squidmates, and we really are much too close together for safety, particularly with a Range Blaster ahead of us. We pay the price for our clumsiness.

I hold back a bit more sensibly on my return, providing support, or the best I can manage. I push forwards as the Rainmaker is released again, and forced forwards by a Killer Wail, then blasted unexpectedly in the back. Super-jumping back just as we lose the Rainmaker may be a mistake, but I land safely, grabbing the Rainmaker in the midst of a Suction Bomb Rush, and not quite managing to avoid them all.

Another cautious pause, until the Rainmaker is dunked in the water by the green team. Not a bad choice, but we're right at the middle and get on a push again. I get a decent splat from behind the Rainmaker to help clear the way, roll a Splat Bomb to help keep it clear, and back up to get another decent splat under pressure.

The Rainmaker goes forwards, avoiding Suction Bombs like a boss, and I look behind. I don't catch the Bubblered inkling with a Splat Bomb, and don't see her disappear, but a squidmate must have splatted her, so onwards we go! And back we come, to avoid an Inkstrike. It shepherds the Rainmaker, though, and we lose it again.

My aim lets me down badly as the Rainmaker Shield is pelted with ink, missing shot after shot. It seems I got a bit tense. But I dodge the Killer Wail, which is something. And my squidmates survive pretty well, too, and grab the Rainmaker for another push. All looks good, as my Splat Bomb Rush helps my squidmates to clear the path to the podium, and although I'm splatted it looks like the knockout is coming!

Nope, not yet, denied just before the dunk. But we're winning 3-100 with under a minute to play, so hopefully we've got this sewn up. I get myself to a good position to defend the Rainmaker's return, and get a good splat on an inkling coming to flank me, a good second-attempt splat on the Rainmaker, and one last splat to inflate my numbers as the battle ends. Woomy!

Bubbler vs Kraken in Splat Zones (10-5, Tri-slosher)

23rd May 2017 – 7.00 am

Despite my haste, I don't make the jump to the rotating platform to get to the other side of the map, but perhaps that's for the best. I stay unsplatted, ink the Splat Zones, and splat a purple inkling. I even dodge a Kraken, which is a bonus.

Okay, I can't make that jump to the rotating arms. Good to know. It was a bit ambitious, I suppose. But hanging back lets me pick my time to strike, pouncing on one inkling that leads me to a second, where my charged Bubbler comes in handy. I retreat from purple pressure, despite some Bubbler remaining, which shows a bit of sense.

Keeping the Splat Zones teal finds another inkling, but this one turns in to a Kraken. I manage to dodge again, this way and that, despite hitting a puddle, and turn around to catch the Kraken back in inkling form. I don't even mind that I'm splatted from behind immediately afterwards, except that the Splat Zones are no longer under our control.

A second attempt to cross the map requires a pause, but I get there. I don't get any splats, but I apply a bit of pressure and a distraction, which counts for something. I shouldn't cross over the purple Splat Zones, really, and I can only think I wasn't paying attention. I don't even do much on the other side of the map, so it's good my squidmates are playing the objective. I can do better.

The purple team look to cross the divide too. I'm suspicious that two sloshes don't splat one inkling, but happy to get a good Disruptor throw to slow down another, and a good slosh after that to push back the Kraken she becomes off the ledge. On the last slosh in my tank too.

There goes the lead. That focusses the team, and we all gather to make the Splat Zones teal again, which is done quickly. Getting the lead back won't be as quick, if we manage it. I apparently decide it's best for me to head off and ignore the Splat Zones, and ignore the message that the purple team have them again, but I'm sure I'm contributing in my way up on the ledge.

Thankfully, I fall off the ledge, letting me share my ink with the Splat Zones and Bubbler with my squidmates, although it seems less necessary than it first looks. A bit more skirmishing doesn't really go my way, not quite catching an Inkstrike in progress, but we take back the lead, and I use the rotating arm that gets in my way to my advantage.

The Splat Zones turn purple again, and the Aerospray PG turns in to a Kraken. Maybe my Special Duration Up hat will help me, and I think it does, as it's not the Kraken that splats me. Maybe that was time to run too, as the Splat Zones are quite purple, and we lose the lead with under thirty seconds to go.

Concerned that there's a purple inkling behind us, I circle around, wasting a bit of time getting to the Splat Zones. But I get there, and have a Bubbler charged, but not even a couple of clutch splats whilst Bubblered can force the battle in to extra time, and it's another loss.

Fighting for the Saltspray Splat Zones (14-6, Tri-slosher)

22nd May 2017 – 7.00 pm

Saltspray Rig Splat Zones is often quite a one-sided affair. Whoever gets an early grip on the Zones and gets behind them, the battle is often over. There is a major choke point at the front of the Zones, trying to come in from above is easily covered by anyone behind the choke point, and any splatted inklings of the team in control can just super-jump back to their squidmates.

So although we get to and behind the Splat Zones first, when we lose them to the teal team, I'm almost resigned to banging my squidy head against teal ink for a minute or two. But if that's going to happen, I may as well try to be somewhat cunning and maybe get some splats, so I head the long way around and try to come in from an unexpected direction.

I get a splat, I suppose. And it may actually have helped. A squidmate super-jumps to my position just before I'm splatted, and the splat I get clears the way for him. Of course, my other squidmates must be doing well too, and we stop the teal counter and start our own counter ticking down. Nice! Certainly better than throwing my bucket at a Dual Squelcher, anyway.

Even going the more direct route gets me in trouble, and before you know it the Splat Zones are teal again. But we go back in force, spreading ink around the front, and projecting it as far over the pipes as we can. One brave inkling comes down to meet us, but she's splatted, we capture the Splat Zones, and move in.

Height is an advantage for my Tri-slosher, so I find some, and start looking for inklings. They're behind me, my squidmates engaging them, and I keep the high turf for as long as I can, dropping down only because my Bubbler can be popped. I don't even out-stay my welcome, getting a super-jumper, a straggler, and the Killer Wailer who may have trouble seeing through her own Wail. A quad-splat for me, woomy!

Everything is looking good. The Splat Zones are ours, the score is ticking down, it's time to congratulate the team! But, once more, my 'Nice!' is premature. The Splat Zones turn teal, and getting up on the pipes shows that this probably isn't a quick fix. But it seems that we can recover from this position. I use height to my advantage again, almost forget about the Killer Wail and get lucky, and have a timely charge of my Bubbler, as I remember that inking the Splat Zones is fairly important.

It's also important to keep the teal inklings from getting and staying behind the Splat Zones, and I give chase to a couple who are back there, and the super-jumpers looking to fortify their team's position. A bit of squidding around wastes some of my opponent's ink, and I get a bit of good timing when I force the encounter. A pause suggests she is the last of her team here, so I head back to the Splat Zones, still in our control.

It looks to be just maintenance required around the Splat Zones now, as our subsidiary score clears and we have just 3 points to go. But the teal team pull back a timely recovery, despite our best efforts, and they regain control. But there is almost no time left in the battle, and although we enter extra time, we just need to get some orange ink spread around for the victory.

A bit of height, a good bit of sloshing, and a charged Bubbler to give me more options helps to neutralise the Splat Zones, and keep them that way until extra time ends. Victory for us, and a really good battle on Saltspray Rig for a change!

Last-ditch effort in Splat Zones (14-5, Carbon Roller Deco)

22nd May 2017 – 7.00 am

I'm careful not to get in our charger's way whilst he's aiming, and that first purple inkling takes a bit of ink to splat him, but we're on our way. The second inkling is hiding in plain sight, just squidin' on the ground, and I'm a bit lucky that our circling ends with my getting the splat. Going back around our Splat Zone finds two more opportunities, but it starts to get messy and the best I can do is trade.

I head towards the other Splat Zone as we lose ours, and somehow come out on top when squidding towards an inkling who knows I'm there. But that also lets my Seeker Rush charge, which I unleash across the purple Splat Zone. That neutralises it, and I roll around to create more good turf for us before heading back to capture it.

Our Zone needs some attention, and although my Seeker Rush charges again, for some reason I head back to get splatted in an engagement I shouldn't have been in. Silly me. At least my squidmates neutralise our Splat Zone. I come back to look at the purple Zone again, being a little cautious. Then again, I'm not sure you could call it cautious to dive-bomb in to the middle of the purple Splat Zone, but my aim is good and I get a squish.

I have to roll away out of trouble, helped by the conveyer belt, but I am pursued, and my Seekers help me only too late. An Echolocater lets me see that the purple Splat Zone is safe to approach, and the lone inkling that turns up has to come to me, which just about works in my favour, thanks to a squidmate's Kraken. More Seekers and a bit of patience gets me another splat, and retreating and more patience another. But my flick is just a bit too weak to keep my streak going.

I head the other way to give our own Splat Zone some attention, and as a team we turn it teal and move on to the purple Splat Zone. A couple of Rushes spreads ink everywhere, and although I get a couple of splats I also make a large purple splotch right in the middle of the Splat Zone. That's a bit careless. I have to do a quick lap as I come under pressure, but that brings a Splattershot Jr in to my path, who I almost miss, but chasing him lands me right on top of another inkling, much to my delight.

I take the opportunity of the other team being a couple of inklings down to capture their Splat Zone for us, which finally gets our score ticking down for more than a couple of points. It doesn't last long enough to get us the lead, but a bit of patience lets me strike at the right time to get a splat and the Splat Zone back.

There's not much time left, and two Splat Zones to control. With one looking nice and teal I roll around to the other, which just about comes under our control as I get there. Some last-second purple ink comes flying in, but it's not too much to disrupt our control, and we take the lead with about two seconds to go. Nice one, squidmates!