Putting the Grim in the Range Blaster in Splat Zones (9-1, Grim Range Blaster)

8th June 2017 – 7.00 pm

The Grim Range Blaster is quite good fun. I think it's because I don't need to get quite so close to other inklings to be just as bad with a Blaster, which helps me survive more. But I do actually enjoy it. I have a bit of fun at the start of this battle. No one is coming up to the grating at the side, but there are inklings ahead of me. A bit of manoeuvring helps me stay unsplatted, and the blast effect lets me catch them trying to get clear.

My Killer Wail could be tilted a little lower, but a squidmate adds his to the mix. No inklings look to be splatted, but it keeps them away from the Splat Zones. Or it should, but Suction Bombs come flying in and they capture them anyway. I try to ink them blue again, and squid forwards when the E-litre 3K reappears. If only I could aim better, as a direct hit would have kept me unsplatted.

I make sure no inklings are hiding near our base, and move up to ink the Splat Zones. Some Suction Bomb pressure forces me to move, but positively, and I splat the threat, and place a better positioned Killer Wail. After we recapture the Splat Zones, I remember my Burst Bombs. Not that I do much with them, and I really need practice.

The E-litre 3K gives us the runaround, and even though a Killer Wail doesn't splat him, it moves him to a predictable position. A couple of inklings coming from the side are dealt with smoothly, and another Killer Wail removes one perch's availability to the green team, again pushing them to a more predictable position.

One inkling can't retreat quickly enough to avoid the second blast, and another lands the super-jump simultaneously as a blast gets a direct hit and the battle ends. Nice!

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