Laggy splatting in Tower Control (17-5, Blaster)

1st May 2017 – 7.00 pm

More Blaster practice! This time in Tower Control, where it is perhaps most effective. At least, in the right tentacles it is. I'm not sure that's me yet, particularly as I decide to go around the back of Kelp Dome even though there's no charger to charge for. I think I'm heading in to an encounter, but it becomes obvious that it's just a Seeker trail, and I'm already far from the action.

I have to catch up to the Tower. I'm coming from behind, though, so maybe I can catch some inklings unaware. The first, definitely, but after that I'm fair game. Personally, I think I evaded the Bubbler and Splat Bomb quite well, but the ink had other ideas.

I take a more practical route as I return, opting for a strong but cautious defence. I don't think I do much, with my squidmates being there before me, but I contribute to inking turf and holding the Tower near the centre with a Killer Wail. I push forwards to help pushing the Tower too, getting a couple of splats but realising I still need to work on my aim.

I don't think my hat is right, either. Tenacity works for the Tri-slosher and its Bubbler, but I think a bit of Damage Up would be more beneficial for the Blaster's indirect fire. I can rectify that. I definitely should rectify that, given it takes three hits to splat an inkling when I get back. The other two went down more easily, thankfully.

We continue pushing the Tower, keeping a healthy lead since the rather lacklustre start. I get back to keep it moving forwards, and to try to keep the green inklings off it. A couple too close to each other feel my Blaster's ink just a fraction more than I feel theirs combined, but I have enough green ink on my for one more drop to get me off the Tower.

We have to defend a couple of minor pushes, which would be easier if my Blaster hits were more solid, and if the connection didn't drift in and out again. This is getting a bit frustrating, but with nothing else using my connection I don't know what else I can do. Just work with it the best I can, I suppose.

I come back to do some cleaning. The green team look to be winning the turf war now, and that could cause us problems. Naturally, this means I'm lagging behind the Tower a bit, but our lead is healthy, and my meandering prevents a green inkling from flanking our team. I even get back in time to help recover the Tower and move it back towards the centre.

I knock myself off the Tower, but with a Splat Bomb landing it works out well. A bit of manoeuvring is needed as the green team come out in force, and although I get a couple of hits, I manage to strike the Tower's column repeatedly, preventing the Blaster's ink from blasting, and so on the Tower trundles. We clear it eventually, and I get a lucky splat on an Inkstriking inkling too.

Time is nearly up, and the Tower is resetting. Just a bit more defence and the battle is ours. And if only I wasn't so laggy, or had a bit of Damage Up, and I'd have a final splat too. But I think I get my fair share anyway. Woomy!

A few good moves in Splat Zones (6-3, Blaster)

1st May 2017 – 7.00 am

Time to pull out the Blaster again. It has been suggested that practising with the Blaster will improve my battles in general. We shall see. I've also read plenty of people saying that Blasters don't cover enough turf to be effective in Splat Zones. I don't think those people have used Blasters before, and I'm using one regardless.

Hey, not a bad start to the battle! I decide to go the direct but dodgy route, letting me get to the action quickly but without an escape route. But I use a Disruptor sensibly, frustrating my first target and slowing them down to be more easily splatted. Nice!

That charger has a bead on me, though, so I squid around to avoid him, and head up the side ramp to try to catch an inkling or two off-guard. Nope, the charger is on top of the situation, and snaps off a good shot at me. I super-jump back, making use of the relative safety of a Beakon, which doesn't broadcast my landing, and quickly get myself in to silly trouble again. I'm clearly not playing to the Blaster's strengths yet.

I go the direct route again, which maybe saves a bit of time squidding that is lost by having to be cautious about dropping down. There's not point jumping directly in to another splat. All looks clear, at least as far as inklings goes. There is a lot of teal ink all around, and it probably benefits us to make the turf in front of the Splat Zones orange before the Splat Zones themselves.

I start inking, and bag myself a nice indirect splat on an already inky inkling, before not doing much with a Killer Wail and blocking a squidmate's shots. But I squid through the Splat Zone and ink the small wall to pop up a little more unexpectedly. I don't think that helps me get the direct hit on the Carbon Roller, that was pure luck, but it was still a good idea. And it's not the super-jumper I hit as she lands, but a different inkling nearby. The super-jumper splats me, though. Just a split-second difference in timing made the difference.

Back to a Beakon and helping keep the Splat Zones orange. I see the Carbon Roller come towards me and, somehow, squid under his first flick, and score a direct hit as we both flounder in rather closer range than is comfortable. Spurred on, I move up to challenge the Hero Charger Replica. I like to think it's my sweet moves that keep me safe, but the Inkzooka probably plays a bigger part.

With some orange turf near the charger's perch, I hunker down for a bit. My squidy self is nearly given away by a quick turn, but the charger doesn't quite know where I am. As she rounds the corner, no doubt charging a shot, I pop up and get a satisfyingly sneaky splat. I move back down towards the Splat Zones and try to use the Blaster's indirect fire to flush out another inkling, but do quite badly and decide to retreat instead. My squidmates have my back.

An Inkstrike followed by a flurry of teal activity stops our counter briefly, but some blasting and shooting turns the Splat Zones back orange quickly enough. A bit too quickly, maybe, as it would have been good to see what havoc the double Killer Wail wreaked. Still, it's a comfortable victory for us. And I get the feeling the slow fire-rate, relatively short range, and need for good aiming will indeed force me to improve my skills in a way that maybe other weapons don't.

Finding the splats in Splat Zones (12-3, Tri-slosher)

30th April 2017 – 7.00 pm

Back down to A-, after some battles with unstable connections, a couple of disconnects for the full ten-point loss, and just being a bit bad in general. So it goes.

I've had the Splatterscope practice, now time to aim for some splatty action. I like the optimism of the inkling trying to shoot up as a Tri-slosher sloshes down at her, if only because it gives me an easy splat. I also like that I haven't just rushed straight in to the Splat Zones, so that I am not the one getting caught too easily at the start of the battle.

All looks clear to move down and push beyond the Splat Zones, which is just code for things about to get messy again. I don't quite follow the squid trail in the Seeker trail, and can't turn quickly enough to avoid getting splatted, but at least I make the splat mutual.

There's some tidying up to do outside our base, but I don't want to be suckered in to an easy splat from a hiding squid, so chuck a Disruptor just in case there's someone there, and move around the side instead. It's not a bad move, and waiting for an inkling to drop down to me isn't a bad move. Popping my Bubbler to stay unsplatted as two inklings get the drop on me instead isn't a bad move. Hanging around until I am caught in an inky crossfire could have been handled better, though.

I do a bit of tidying up around the base before heading up and around to flank the purple team. Sure, I catch an Inkstrike in progress, but I really should have seen that purple inkling encroaching in to the Splat Zones and turned around. As it is, he stops our counter and captures the Splat Zones for his team, and instead of us winning within a few seconds, we are given a much bigger sub-counter to overcome first. Balls. Play the objective, kids!

I come back to play the objective, and use a height advantage to reconnoitre a little and slosh a little. I spy a good opportunity and press ahead, finding the good opportunity turning in to an excellent opportunity to get a quad-splat! Two splats become four, as one inkling super-jumps in and another follows a Seeker in to my Bubbler in a weird attempt to help his squidmates. Just throw yourselves at my bucket, squids!

With no purple team around, we recapture the Splat Zones and all the turf around them. I would say the battle's looking good again, but I am once again having a bit of a runaround at the side as the purple team take control. At least I show some good sense in maintaining good range and awareness, bagging me a couple of splats and letting me stay around the Splat Zones to add some more ink.

I take another whizz around the back, happy to know my Bubbler is ready, before returning to take care of the Splat Zones in good time. My squidmates are doing the same, and although some purple ink gets in the way a bit, it's not too much ink or there for long enough to stop us getting the knockout victory. A little too late, perhaps, but the knockout all the same. It's more of a shame that I miss two splats as the battle ends.

Not quite controlling the Splat Zones (6-2, Kelp Splatterscope)

30th April 2017 – 7.00 am

Chargers almost demand regular use to stay skilled, so I pull out the Splatterscope again with the hopes of not becoming completely useless with it. Mission successful, I suppose, as I'm not completely useless! Check out that glorious straight line shot out of the base! My Sprinkler throwing could be improved, but I suppose hanging on the sign makes it more awkward for the purple team to remove.

I don't splat the Grim Range Blaster, but I was unsighted when I was charging, and I'm really not that good yet. It's a shame it is a Range Blaster too, as the blast catches me full in the face. At least I'm not there for the Killer Wail. But I really do need Sprinkler-throwing practice.

At least you really can't miss with a Killer Wail, and I even somehow manage to get a splat around the Splat Zone. Another inkling appears under my ink, which for some reason I'm not covering the Splat Zone with, and when I try to guess his movement I end up hitting a different inkling. Nice!

Now the Splat Zones get covered, and a little beyond. I back away from the Range Blaster too, which seems sensible, sending a Sprinkler his way to distract him. I think I miss with the Killer Wail, so much for my earlier theory, but I blame yet another connection issue. Even so, an inkling on the other side still wanders in to the Wail, so I'm okay with it skirting the top of the Splat Zones.

The Splat Zones go purple, and two of us are distracted by an oncoming inkling. By the time my squidmate has splatted him, we have lost the lead. I plan to get more ink over the Splat Zones, but I really need more practice throwing Sprinklers dammit. At least two Killer Wails in a row keep the purple inklings away, and we regain control. And finally a Sprinkler lands somewhere useful!

The purple team don't take our control sitting down, and push back against the green ink, pretty well too. A Killer Wail isn't effective this time, and I'm back to my Sprinkler throwing ways, and the purple inklings get a Kraken over our side of the map. This battle is taking a bad turn.

Moving to a new position may help. It gives me better visibility, at least, and better opportunities for inking the Splat Zones and getting splats with my Killer Wails. It all goes rather swimmingly, from my point-of-view. Inking, Killer Wails, the occasional splat. And not only do I avoid the Range Blaster again, but when he sets a Killer Wail up to flush me out, I splat him standing behind it before dodging the Wail. Nice!

But despite my improved position, and ability to hold it, we don't manage to keep control of the Splat Zones for quite long enough. Just one point separates the two teams at the end of the battle. Good game, purple team.

Ninja Squidding around the Splat Zones (12-3, Carbon Roller Deco)

29th April 2017 – 7.00 pm

I've had a string of battles where we've been overrun, and I'm feeling a bit tense. The early splat after an unstable connection warning is not helping. But I keep a stiff upper lip and battle on, for the team.

I shift to a defensive role immediately, and see that we have a visitor behind our Splat Zone. I go the safe way from our base in that direction, but a squidmate has taken care of the menace already. Nice! I feel the ink pressure of Seekers again, and the pressure of latency shortly afterwards, but nothing that isn't manageable.

A Seeker Rush eliminates the ink requirement for a while, and I get to cover the other Splat Zone fairly well, pushing past to try to keep myself safe, but no one's looking for me yet. Ah, here they come. It's a Carbon Roller first, and the Seeker is maybe not the best idea. A bit of squidding around and a touch of luck helps.

My Seeker Rush is ready again. Excellent. It's a great distraction and inks plenty of turf for me to stealthily move around in. Inking the conveyer belt and jumping over the top is audacious for the short-ranged Carbon Roller, but I splat my opposite number again. That is quite satisfying, even if I have to bug out quickly.

I add a little soupçon to a Suction Bomb Rush, inking the purple patch behind my Rushing squidmate so that he doesn't have to worry about it, and move back to our Splat Zone. Which is doing just fine. The other's turned purple again, so it's back with a fresh Seeker Rush, following behind to get a lucky splat on the Carbon Roller, who flicks just as I squid. I'm sure my Ninja Squidding helps get the Gal afterwards too.

I'm doing quite well, and so is the team. We've taken the lead! I've also survived quite a long time, and so am feeling quite positive. I head backwards to tidy up some purple ink and make as much as I can nice and yellow before going back to the fray, aiming for a Bubblered inkling, such is my inflated confidence. I get the splat too, with a splatted squidmate happy about that. I don't even mind trading with the Carbon Roller afterwards.

I avoid the Tri-slosher high above me like the plague, and try a bit of jinking here and there to ink some turf but stay safe. Both strategies seem to work, particularly avoiding the Tr-slosher. Tricky buggers, they are. I use another Seeker Rush to get close to, and behind a pressuring inkling, which puts me in the sights of an Inkzooka. Or the Inkzooka in my sights. It's hard to tell which for quite a while.

Trying to stay safe has my going up the conveyer belt, where launching a Seeker across the purple Splat Zone seems like a good idea, and so does following it. It's an obvious path, but perhaps the safest in the circumstances. It also lets me watch the splat on the Inkstriker. Nice! An attempt to in the Splat Zone has purple ink approaching, so I take evasive action, turning only to try to splat the Carbon Roller. This time, I lose.

With seconds to go, we should have this battle in the bag. But you can't assume anything, and I scout to see where my ink can be best used. Keeping the purple Splat Zone yellow seems like the best idea, and with one last splat of the Carbon Roller my Seeker Rush charges, and that helps my squidmates keep hold of the Splat Zone for the victory. Woomy!

Is this lag that I'm feeling in Splat Zones (11-9, Tri-slosher)

29th April 2017 – 7.00 am

Lots of inklings focus immediately on the Splat Zones at the start of the battle. That's probably quite sensible. But it also lets the occasional inkling slink behind everyone and try to clear the Splat Zones of opposition to make claiming them easier.

Admittedly, I go a bit far around the back, particularly without a charger on the other team that may be safely ensconced on a perch, but at least I am aware that a purple inkling has been splatted and is returning behind me. The sound of a Seeker reminds me too, and I leap ahead to get to the Splat Zones from behind.

Okay, my plan doesn't quite pay off, despite getting a couple of splats, but there's not much you can do against a dive-bombing Carbon Roller. Not antagonise them in the first place, I suppose. Never the less, my team captures the Splat Zones and we take the lead. I'm not sure I did much to contribute to that, though.

I start sloshing around the Splat Zones and help splat the Carbon Roller, and get a decent hit on an inkling ahead of me. But the splat turns against me, as the inkling becomes a Kraken. I think I'm a bit lucky rushing in to them instead of backwards, and my ink resistance helping me keep ahead until they are an inkling again, and I finally get the splat.

That's a weird path the Seeker takes at 1'14", and normally Krakens don't miss me, at least not twice. And the Carbon Roller seems to flick once more after he's splatted. Things are feeling a little bit out of sync. Or maybe it's just me. I'll use it as an excuse for not hanging around to help my super-jumping squidmate. Sorry about that.

Whatever's causing the weirdness, it's not responsible for my rushing headlong in to obviously hazardous situations with little regard for the consequences. I really need to work on that more. I'm sure I used to be better. It doesn't help that we are close to losing the lead, but continually getting splatted won't help that, whereas cautiously pushing forwards could result in a stronger foundation to repair a lost lead.

So that's what I try to do, make sure the turf is greener than purple from the base to the Splat Zones, and push forwards only when it looks favourable. We could maybe have been quicker, only stopping the purple count at one, but a solid base lets us capture the Splat Zones.

I can't say I always succeed with being cautious either, but it's only when you're surrounded by inklings that you can get a sweet triple. And if you count the returning Carbon Roller a few seconds later, it turns in to a sweeter quad-splat! Nice!

We still have quite a distance to go to regain the lead, and time is not on our side. Getting splatted right in the middle of a Splat Zone, making a huge purple splotch, doesn't help our cause, and the purple team takes control as time runs out. Victory is theirs.

Shifting to a defensive role in Splat Zones (8-3, Tri-slosher)

28th April 2017 – 7.00 pm

Ink and capture our Splat Zone, and back off from trouble. That's a pretty good start. I couldn't quite anticipate that the Splash-o-Matic would sit and wait in his corner for inklings to come past, and get splatted a little cheaply, I think.

But back I come and start inking turf, not just the Splat Zones. The freer we are to move, the easier we can control more turf. I have to back off in the face of a Bubbler, but I survive, which is the main thing. But I don't survive the Splat Roller's flick, wherever it came from.

I go the other way, to the yellow Splat Zone, where my squidmates are on top of inking, and squid back around to see what's happening in the other direction. I spy the Sloshing Machine and try to get a height advantage, but voluntarily give it up to go for the splat and instead get splatted.

My lack of patience seems to be a factor in my getting easily splatted, and also frustrated. If I am to do better, I need to be more measured in my moves. So it is that I decide to focus on a more defensive posture. Sure, I face the Sloshing Machine head-on to start with, but after a Disruptor throw at least.

I take my position to keep our Splat Zone purple, and aim to control the turf in and around it, whilst denying opportunities to the yellow team with Disruptors. I venture out a little early on, spying what looks like a good chance to keep the yellow inklings away, and get a couple of splats before retreating. Maybe it helped that it was a measured, focussed move.

More Disruptors help slow down the yellow team, and hopefully discourage them from sticking around our Splat Zone too much. I realise that I am not doing much directly to secure the other Splat Zone, and when all looks safe, and I have my Bubbler charged, I push forwards to make a more positive contribution.

I get a splat on the Roller and push back the Sloshing Machine before an Echolocator encourages me to retreat, but it's a good time to do so, with yellow ink coming in to our Splat Zone. A Bubbler comes and goes, and all looks still. But there is stillness before a storm, and the whole yellow team comes storming in to our Splat Zone, fresh Bubbler protecting a couple of them, distance protecting another, and we are pushed back as a team.

We weather the storm pretty well. Even though we lose control of the Splat Zones, we don't panic and throw our lead away, but push back against the yellow inklings until they are forced back. It helps to duck underneath a Splat Bomb Rush and splat its Disrupted thrower, who just happens to have two inklings trying to rejoin the fray by super-jumping in.

It's still a bit messy right up to the end of the battle, but continuing my defensive posture by throwing Disruptors and popping my Bubbler before it's needed helps keep our lead intact and our Splat Zone purple, preventing the battle entering extra time. Victory is ours! And after the early splats, starting 0-3, I manage to stay unsplatted for the remaining almost-four minutes to end 8-3! Woomy!

Getting a quad in Squad Tower Control (14-6, Tri-slosher)

28th April 2017 – 7.00 am

I've had some good fun with the Carbon Roller Deco tonight, so it's time to pull out the Tri-slosher for Tower Control. The bucket works well with a height advantage, so I head around the side to clamber up the wall. It's not a great position to be at the start of the battle, as my range is pitiful, but hopefully I can avoid getting covered in purple ink too soon.

Well, only just. Lots of ink comes my way, but I dodge it and decide to squid around the side to come up behind the other team. As I do this, my squidmates take control of the Tower, making my move look like a good decision. I go further still, conscious of the splatted inkling that may appear behind me, but reassured as my Bubbler charges.

I push back up the middle and see targets ahead. One good splat is the Killer Wailer, unfortunately not quite before it can be activated, and with inky pressure coming from behind I gain some distance before turning and popping my Bubbler. It's not behind me, as such, but on the Tower, and that's a captive target for a second splat.

I see a potential third splat, but charging towards an Inkzooka doesn't strike me as sensible, so it's kinda good that the fourth inkling appears next to me. We do a little dance, and he makes a mistake going down the ramp, so that my Tri-slosher becomes more effective. My mini-rampage is stopped by an inkling in the middle of a Splash Wall, but a squidmate behind me continues the splatting.

The Tower is sitting stationary when I pass it, surrounded by purple ink. I decide it's okay where it is for the moment, and turning the ink yellow and clearing some Beakons is probably a better idea. I destroy one Beakon and go back for the Tower, where I stop another Killer Wail from firing, but the Tower is getting away from me. My Bubbler helps keep me safe, but it also pushes me back a bit.

We lose the lead, but it's early and not too great a difference, I splat another inkling and a Beakon, and my squidmates clear the Tower. If I could get my aim with the Disruptor better, maybe I could help pull things back. As my squidmates hold the centre well, and with a Bubbler shared around, I head around the back again, coinciding with a squidmate regaining the lead for us. Nice!

I catch one inkling off-guard, but another out-manoeuvres me and pushes me back, before another splats me from above. A couple more outings get a couple more splats, but nothing much of note for me. My squidmates do well, though, pushing the Tower even further, giving me a good spot to super-jump back to.

I divert from the rest of the team to flank the purple inklings again, and this time it really works. They are concentrating on stopping the Tower as I appear behind them, splatting two quickly, and two more as they come up, bagging myself a quad. Nice! We've lost the Tower by this point, but we have a huge lead with not much time to go.

I take a defensive posture as time runs down, holding near the Tower's route, but it looks like I won't be needed. Time for a short happy dance! I cut it short when it looks like maybe my bucket will be needed, but all is good anyway. Woomy!

Splats all around Squad Tower Control (14-6, Carbon Roller Deco)

27th April 2017 – 7.00 pm

We're pulling out the big guns for this squad battle. Acethunder is, at least, with his Gal, and it looks to be an interesting match-up with two chargers and two Rollers on the other team. It will be interesting to see how this plays out.

I go around the side, which seems like a decent route to avoid an early splatting, and walk a little way in an attempt to hide my trail. It's probably not too important, though, particularly as I reach the corner and become visible to everyone. That doesn't mean my Seekers will be spotted.

The Seeker draws the attention of a charger or two, but backing off seems like a good idea with the Tower heading this way. I move a bit too early, but flick enough ink to halt the Tower, and am just in the right position to avoid the Carbon Roller rounding the corner, my reactions keeping me safe from then. And I just miss the charger squidding past me, but splat him with a couple more flicks. I do believe I start the battle with an extended quad. Nice!

A squidmate pushes the Tower as I take a look around, and Acethunder launches an Inkstrike that catches a Carbon Roller looking to pounce. It's a shame my reactions let me down as the other inklings come back to the fray. I walk a bit too far coming back, but Ninja Squidding lets me get close when it counts. If only I could flick a touch more ink, I could have splatted both chargers. The second gets very inky, but stays standing.

More squidding this time. Quite a bit more, although much of it is hiding and biding my time. I wait for my moment, and pick a good one. I doubt my Carbon Roller did enough damage to splat the charger, and I'm sure I had some help from behind. It all counts, as it's a team game!

I get so close to the charger attempting to peak around the corner. If only the Carbon Roller hadn't turned up, but at least I splat one threat, and our lead increases at the same time, thanks to some diligent squidmates. I take a different side route the next time, but it's not that safe with two chargers watching us. I have to be cautious, and so I am.

My squidmates help keep the area safe more than me, and I have to retreat anyway to avoid a Splat Bomb Rush. I pause briefly on my way back, which may have stopped me from helping Acethunder earlier. Sorry about that, but I got some quick revenge. A Seeker Rush helps ink the path towards the green base, and I follow behind to apply some pressure. It feels like good pressure too, particularly splatting the Carbon Roller, but the splatterscope has a good hunch and splats me away from there.

The Carbon Roller doesn't come my way as I approach the centre, and the Splatterscope doesn't seem to see me this time. I hold my position briefly before squidding up and splatting her off the Tower. I jump on to claim it back for us, but hop off to splat the Splat Charger too. That's one tricky shot she pulled off to get me in mid-air!

The Tower is coming our way, and I am a little concerned that I'm too far to stop it in time to keep our lead. My squidmates are on top of the situation, though, and I had nothing to worry about. That lets me drop down and splat a super-jumper, and lurk a bit higher up. I hear an Inkzooka and look to splat it from the side, but clear the Tower instead before getting embroiled with another Carbon Roller.

Causing the Carbon Roller pause to splat me holds her back long enough to prevent her from jumping on to the Tower, so it remains neutral as the clock ticks down to end the battle. Victory is ours, woomy!

Squishy revenge in Squad Tower Control (15-6, Carbon Roller Deco)

27th April 2017 – 7.00 am

I've had my practice with the Blaster, and it's back to the Carbon Roller Deco, hopefully to make me feel a bit more competent. I think sending the Seeker past the inflatable does that right at the start. A small thing, but it pleases me. Of course, I hit the post when I go the other direction, when the aim is less critical. So it goes.

I bide my time as the Tower starts coming my way, not wanting to reveal myself too soon. It works in my favour, clearing the Tower and getting some turf inked, and I manage to dodge a Splat Bomb roller my way. But as two inklings want to quickly return to the battle, I get distracted and don't notice the next Splat Bomb.

There's a lot of blue in in front of our base and around the inflatable. I know that's a favoured place for some inklings to squid and be annoying to anyone trying to get past, so approach with some caution, before going in a different direction anyway. AceThunder has more chutzpah than me, going straight ahead.

I get up on to the fence and take a look around. Blue everywhere, the Tower moving towards our goal. I drop down and, hey, an Inkstriker. He took his time aiming, feeling quite safe, and it was a bit lucky that I found him. The Instrike still gets launched, though. I move away from the splat to try to clear the Tower, but I fear that my Carbon Roller is not the right weapon for this part of Camp Triggerfish Tower Control, particularly compared to the Blaster on the Tower.

I wait for the Tower to get in to a better position for my Carbon Roller and pounce. I clear the Tower, albeit with charger pressure coming from somewhere, and maybe could have prevented the Luna Blaster from clearing me from the Tower had the connection remained stable. But you work with what you've got. The other problem with having to wait so long is that it extends the blue team's lead. So be it, there wasn't much I could do about it.

The Tower still isn't clear, neither is the blue threat around our base. An opportunistic Seeker launch gets one inkling out of the way, and a decent flick clears two more from the Tower. Even if I can't get out of the way of the Splat Bomb, the Tower starts moving backwards. I fear the battle is already lost, though.

Heading around the side only gets me in to the sights of the E-litre 3K, but my Ninja Squid and Seekers keep me relatively safe. My eagerness to clear the Tower, on the other hand, proves to be my downfall. And now we do have blue threats around the inflatable. Thankfully, a Seeker splats one, and the other looks to super-jump away. I didn't realise I was so threatening myself.

I manage to get past the inflatable, and I have a goal. I will get that E-litre 3K out of action for a bit. And I will do it not with a flick but with a squish. That's sending a proper message. And it works! One of my cockiest moments, I would say, and rightfully followed-up with a splat on the Luna Blaster fooled by my Ninja Squid.

In fact, the splat on the E-litre 3K is the start of a mini-rampage. As we push the Tower back to the centre the blue inklings start to return, and I'm there to splat them. It's a shame the Luna Blaster, with her Ninja Jump kit, super-jumped to the same spot as another blue inkling, but it pleased me.

We finally make a push with the Tower. We don't get far, but it's some points on the board. The blue team push back, and even though I get the Luna Blaster off the Tower they have more inklings. I get in to position to clear the Tower from above and squid down for one last futile push, but the inkling turns in to a Kraken. So it goes.

At least I have just enough time to splat the Luna Blaster stealthily jumping on to the Tower, as well as pushing the Kraken off and in to the water before the battle ends. That's a decent finish to a battle that really didn't go our way.