Charger and charger in Tower Control (7-3, Splatterscope)

31st January 2017 – 7.00 pm

I could sit on the charger perch for this battle, but I see the Kelp Splatterscope on the other team and think about trying to prevent her from putting pressure on our team. That also lets me ink the side of the building to help everyone's initial progress.

The other charger isn't on the normal perch, and I have to make do with destroying a Sprinkler. Still, I do it in one shot! Now what do I do? Ink turf and provide support, I suppose. And get splatted by the Splatterscope, as I try to squid away. Damn it.

Okay, let's take stock on the perch. That lets me get a decent splat almost immediately, which is good. But I am under pressure from the charger. That was my plan! I do what I can from the perch, and press forwards when my squidmates take control of the Tower.

Again, I try to keep the turf inked, and apply pressure on the green inklings to stay away from the Tower. I also coincidentally provide a super-jumping point for my squidmates, which makes me feel like I am being a good charger.

My Splat Bombs, and the Rush, helps ease some pressure from my position, and I even manage to reach across the divide to get a splat I didn't quite expect. Their charger seems to be more mobile than normal, though, and I never quite get a good bead on her.

In finally get good sight of the opposite charger, but it seems hardly fair when it's because she's riding the Tower. I still make the shot, though, and the one after that.

As the timer ticks down to zero, I think a dive-bomb on to the Tower, dropping a Splat Bomb, will secure us victory, but it seems my own body stops the exploding ink, and I just sacrifice myself for nothing. Thankfully, my squidmates are more together in extra time than me.

Decent defence in Tower Control (6-3, Splatterscope)

31st January 2017 – 7.00 am

Hullo, there's another charger on my team. I automatically assume they are better than me with a charger, particularly having the E-litre 3K equipped, and so rather than aim for a usual perch, I want to stay out of their way and instead see if I can be disruptive whilst mobile.

The E-litre 3K on the other team isn't where I expect her to be, but I find myself around the side of a Splash Wall. I take a pot-shot in to the ink and, blimey, get myself a lucky first splat!

Checking the other perch doesn't find the E-litre 3K either, but a Luna Blast is up there, for some reason. I get myself in to a better position and, as luck would have it, they pop up just as I release my charge. Another splat!

I assess the situation for a bit. I don't jump on to the Tower, thinking it's probably best someone else did, but no one else thinks it a good idea either. Moving back around to cover turf and apply pressure, I spy an inkling trying to stay safe, and manage to close the angle very nicely indeed.

Now we can move the Tower. I feel safer with my Splat Bomb Rush available too, although I bounce more off the Tower's pillar than anywhere helpful. We take a small lead, but the teal team pressure us off the Tower, and this time I remember just in time that Killer Wails last longer than an instant.

I find a nice spot behind an inkable block that looks good to keep turf coverage and apply some pressure. It's a bit of a cheesy spot to stay, but it has worked against me in the past, and I can try to make it work for me now.

Our small leads turns in to a much bigger lead, and both me and the other charger try to keep it going. After that, we only really need to defend effectively, but missing a sitting duck of an Inkzooka only to be hit in return is not a good omen for good defending.

I try to get revenge on the Inkzooka, but pushing forwards reveals that they were holding some ink in reserve. We're able to defend most progress by the teal team, and ultimately enough. It's a decent victory and a decent battle for me.

Supporting the team in Tower Control (5-1, Splatterscope)

30th January 2017 – 7.00 pm

I don't quite make a Blaster work on Flounders Heights and Piranha Pit this evening, so swap out to the Splatterscope to end the evening. I am the typical Flounder Heights Splatterscope for this battle, loitering on the perch and taking care of the incoming Tower.

I shouldn't really feel guilty for what I'm doing. It's kinda what I'm supposed to be doing, and it's up to the other team to get me off the perch. It's what I aim to do when I see a charger on the other team, even when I'm playing a charger myself.

I have to divide my time between the Tower and watching my flank, at least keeping the turf inked. And somehow I even manage to keep the Tower from coming too far towards me, with some uncharacteristically good splats, and, of course, a lucky one or two.

I don't just ink the turf around me, but as far as my Splatterscope can reach up the Heights too, to prevent easy movement for the orange team and to provide easy movement for our team. I even manage to evade a couple of attempts to oust me.

I finally move when the Tower gets pushed forwards a good distance, getting up to the top of the Heights, but being cautious about now being more vulnerable. I manage to avoid too much attention, thanks to a Splat Bomb Rush, and get a decent splat of a mid-air inkling.

We lose the Tower, but with a good lead, and decide I should head back. And I remember (albeit a little tardily) that I can super-jump back to the base! That saves a bit of time and a bit of risk. I support from the back again for a brief time, and panic slightly when I hear an incoming Inkstrike.

The Inkstrike doesn't affect me, but it's okay, because the Tower is moving so I should move. Unfortunately, just as I think I am going to get a clean sheet in this battle, I get caught out as my squidmates ride the Tower to the goal. Still, a pretty good battle with the Splatterscope!

Missing my moment and making up for it in Tower Control (13-7, Tri-slosher)

30th January 2017 – 7.00 am

I remember quite late in the evening that the fastest way to the ramp on Piranha Pit is across the conveyer belt out of the base, and not across the side. Well, I manage to use it well this battle, getting a splat, but not finding the charger.

I press ahead towards the yellow base, so that I can circle back and up the ramp to catch the charger, instead of trying to slosh upwards, but that just forces me to engage the recently splatted inklings, which makes me feel a bit guilty.

I turn back to go for the charger, and she's not even there. But I see her. I drop down but get stuck in two minds over the two threats, finally picking one and getting my splat. The Luna Blaster then gets me back and probably enjoys splatting the irritating inkling that was at their base.

I manage to do a really bad job of throwing a Disruptor at the Tower, trying to protect our lead, and splatting the charger applying pressure to our team. It's all a bit embarrassing. I can do better. And I do better, inking turf, splatting inklings, and providing support for us to retake the lead.

We are so close to the goal, and I have my Bubbler charged. I just have to jump on to the Tower and pop my Bubbler and we're home. I get over-confident, though, and think that Splat Bomb behind me is out of range. It isn't, and we lose the Tower. I should have just used my Bubbler then.

We have a big lead and aren't likely to lose it without a major disruption, but I still feel guilty that I messed up my moment to help. I focus my efforts on the team from then, and when the Tower is in a good position and my Bubbler charges, I squid straight for the Tower, jump on, and pop the Bubbler.

Maybe the Bubbler wasn't needed in the end, but rather than miss another moment I make a positive effort, and we get the knockout victory. Woomy!

Backwards and forwards in Tower Control (14-6, Tri-slosher)

29th January 2017 – 7.00 pm

No chargers on the yellow team in this Piranha Pit battle over Tower Control, so I ink some turf without feeling a need to rocket over the ramp. That comes after I sneak behind a Splash Wall, where I get another couple of splats, albeit to the detriment of my own health.

After the Tower decides it doesn't want me on it, there's a small battle of the buckets and Bubblers, which although I mostly last through I don't think we come out of it well. The Tower is being pushed in to our territory. Still, we have our early lead, so it's not all bad.

The Tri-slosher works really well from higher platforms, which is normally a good place to be, not that you can be entirely manoeuvrable on Piranha Pit without dropping down. But I can go up and down and around, which suits me fine.

I get behind another Splash Wall, but need my Bubbler to get around it a second time, and lose the inkling in the process. At least I do lose him, rather than get splatted when my Bubbler goes down. And I also manage to remember the Killer Wail going off next to me, instead of squidding right in to it.

The next Splash Wall goes better for the thrower, and the next Killer Wail catches me somewhere I can't get away from. That's not what gives them the lead, I'm sure, as it doesn't really help that I often take the long way around in my attempts to surprise the other team. It works fairly regularly, but takes time.

There's not much time left to retake the lead, and we have to ride the Tower quite a distance. Naturally, we don't get close, but it was a fun battle, and that's what counts.

Up and down in Flounder Heights Tower Control (8-2, Tri-slosher)

29th January 2017 – 7.00 am

Only a Squiffer on the other team as a charger, so I don't feel in any great rush to cross the map and pressure the obvious perch. I don't dawdle, but I try to lay down some ink and charge my Bubbler a bit, and then I hear the Squiffer nearby.

I find the Squiffer, but run out of ink as I slosh down on her, wasting valuable seconds. I have to give chase, but use my experience with the Heights to manoeuvre well, avoiding a Splat Bomb and getting the drop on the Squiffer. Nice!

It also helps that I don't just plough forwards too, although it looks like I forget that when hitting the fellow Bubbler. To be fair, I have Special Duration Up fitted and hoped I would outlast the other Bubbler, and didn't really have an escape route.

My next adventure is to go right around the back of the map to the green's base, and rather than retreat in the face of a Splat Bomb I dive-bomb ahead. Mind you, I have my Bubbler at the ready, which helps. I almost get distracted by the fleeing Squiffer, but I see an inkling on the perch. I take satisfaction in calmly splatting them. I get the Squiffer on the way out.

I try to follow ink trails, but end up at the inkling too late to help my squidmate. I try to support the Tower a bit but end up trying to around the back again. Even with a charged Bubbler I decide being echolocated is a bit iffy. We play around for a while before I go around the back again, and I get my splat without the Bubbler, but am ambushed before I can react.

The squirming on the base is me trying to plug in my charger, so that the Gamepad doesn't die. I manage it and get back in to the battle. The Tower is getting another good push and I join the fun, and as my Bubbler charges again I think I can help us get to the goal.

But no need! The Tower trundles to the goal without my squidmates needing a Bubbler to protect them. Good job, everyone!

Doing my own thing in Tower Control (8-4, Tri-slosher)

28th January 2017 – 7.00 pm

Flounder Heights and Piranha Pit Tower Control! Both fabulous maps for the Tri-slosher, which is where I start this evening. I have a plan, and that's to go up and over the top and around the back, to try to flank the green team.

Naturally, the plan is hindered when I encounter the green inklings, and I start to improvise. Either I'm wasting my time, or I am distracting some inklings to take the pressure off the Tower. I honestly don't know. But the Tower gets over half-way to the goal.

I notice the Tower eventually and join the push. It's looking good, but that last few metres gets harder and harder, and squidding in to green ink just slows me down enough to prevent stealing the team's thunder. Probably for the best.

With a decent lead, I feel more at ease just squidding around looking for trouble. I find it all over the place too, probably more than I should. But it's fun and frantic, and I get myself all over the map, getting a feel for the bucket.

We enter extra time, but there's no great pressure on us. Even so, I swap my attention to the Tower, and although the inklings have been splatted from it we still need to get feet on it.

Causing trouble in Tower Control (11-4, Tri-slosher)

28th January 2017 – 7.00 am

I'll have a quick go with the bucket before I call it a night. I decide to go along a side route, which should give me good visibility of the Tower before I drop down in to trouble. All looks clear, and I'd like to cross the map to see if I can take care of the E-litre 3K on the other team.

I run in to trouble, but a sturdy shirt and using my Tri-slosher well gets me out of it. I go on my way, and look for the E-litre 3K. Literally look for her. She's quite a way back, and why not? That charger has a long range.

There's an extra inkable block, though, and if the charger is using a scope, maybe I can sneak underneath her. A blaster drops in front of me, and I can't resist. I have to follow a little to get the splat, and that must have given the game away for the E-litre 3K, I think to myself. Nope!

That puts me in harm's way, but I'm ready for it this time. Rather than stay there I cross the gap, like a daredevil, and splat the E-litre 3K again. Nice! But just as I cause trouble for the teal team, I cause trouble for my own.

The Tower is under the teal team's control and heading further in to our territory. I forget that I can super-jump again, but am hoping to find the E-litre 3K hanging back. No such luck, she's on the Tower. At least I get back to help stop the Tower, but not before we lose the lead. Oops.

That Kraken is smart, running away from my Bubbler. I could learn from him. So I continue on my way, and catch the E-litre 3K again, although not entirely unawares. The ink I get on me causes my splatting as the super-jumping inkling lands.

We get a good go at riding the Tower, and I try to help in my own way. I could help harder by riding the Tower myself, but this doesn't seem to be one of those battles. That's a shame, because I head off to splat the E-litre 3K, wherever she is, instead of regaining control of the abandoned Tower, which trundles back to the centre of the map.

A fun battle, with a bunch of splats, but one where I perhaps ignored the objective a little too much.

Getting involved in Tower Control (8-5, Splatterscope)

27th January 2017 – 7.00 pm

I've learnt that I can travel down Moray Towers at the start of the battle more quickly with just a short charge of the Splatterscope. That's great! This is also the second battle in a row where I drop off the edge as I get to my perch. At least I get the splat.

I fear the Roller coming up to splat me, so I move away from the perch. I perhaps should have gone up, although I manage to stay out of trouble quite well, considering. It's only a bit of bad timing that has me headbutting a Kraken.

I try to be more like a charger, and provide support from the back for a bit, laying down ink, making it easier for us to move and harder for them. This goes well until the Tower starts to go beyond my range. But that's why I have my Splat Bomb Rush, surely.

My Splat Bomb action is on form at the moment. I roll them off ledges on to the Tower, along ledges to approaching inklings, and on to super-jumping inklings. It's quite impressive. But, then, so is my aim, to an extent. I don't get all my shots, but the ones I get I am pleased with.

We don't win, not even close, but it's a decent battle with the Splatterscope for me.

Charger vs charger in Tower Control (6-4, Splatterscope)

27th January 2017 – 7.00 am

Yikes, an E-litre 3K Scope on the other team. I'm far from surprised, with both Arowana Mall and Moray Towers available for Tower Control. I just doubt my own ability with a charger most of the time, and when I am out-ranged significantly too I get a bit worried about how my performance will be.

I start off as usual, but mindful of the E-litre 3K being somewhere. On the opposite perch to mine, in fact, and able to reach me. I should move. And how's about that? I take the initiative and somehow manage to splat the E-litre 3K with the threat of an Inkstrike at my back. Splatting the blaster next to me is a piece of cake in comparison.

If the battle could stop here, that would be great. Or, even better, just after I splat the E-litre 3K again. In fact, I should edit the video so that's all there is to it. Still, I nearly get two more splats on the E-litre 3K. One I miss because I'm beaten to it, which is fair enough. The other is because my aim is slightly off. I thought I'd got close enough.

I play rather rather sensibly for a bit after that. We have an excellent lead, and I do kinda know the theory behind being a support character. I am also warned of getting too close when ink from the E-litre 3K whizzes past my ear.

I exercise some caution, which seems like a good idea. The Tower's not going anywhere, and no blue inklings are around. I'm probably better served just waiting and watching. And there we go, I see my opportunity, and I squid off to engage the E-litre 3K again. I miss the first shot, and the second, but I succeed with the third. Getting splatted just reminds me that I ought to take a bit more care with the first shot.

The clock runs out, and we just need feet on the Tower for the victory. As a poetic climax, it's me versus the E-litre 3K fighting over the Tower.