Ducking and diving in Tower Control (10-2, Tri-slosher)

22nd April 2017 – 7.00 am

Straight around the back to the teal side of the map for me. The extra blocks in Museum d'Alfonsino for Tower Control make this much easier than in other battle modes, which lets me get the drop on what I assume is a charger hanging back. I move on to splat the Jet Squelcher, who has splatted me back plenty in other battles. I don't mind dropping down here, given how easy it is to get back up again.

The Tower turns neutral as I press forwards again, so I opt to keep it moving forwards, but that pushes it in to a Killer Wail. My Bubbler keeps me safe, but won't keep me on the Tower, and by the time the Wail is gone a blaster is nearby. A squidmate splats the blaster, but I have my back turned to a charger, and I'm splatted too.

I'm not much of a super-jumper, particularly in the squarer maps, where I think approaching in the ink is more effective. I get behind the teal inklings again, but only get one simple splat, as the Tower is being ridden by others. I use a Disruptor to frustrate the charger, splatting her easily enough, but I run out of ink to get the super-jumper landing on the Tower. My squidmates do that instead, neutralising the teal team's push.

Heading around the back again gets me up high, but the vantage point doesn't give me much advantage this time. At least I see the charger aiming for me in time to avoid the splat. I manage to resist chasing the charger back towards the danger of their base, and in doing so am able to catch up from behind instead, but choose not to hop on the Tower with an Echolocator on me.

I manage some decent manoeuvring to stop from being splatted whilst creating some threat, not quite being tempted forwards too much, but being so deep in teal territory and surrounded by inklings was eventually going to end in my splatting. I come back with a nicely thrown Disruptor to neutralise the Jet Squelcher, who sensibly hides, but not before the Echolocator wears off. Some sloshing gets the splat.

I head upwards again, not quite getting the splat on the Splatterscope aiming the Killer Wail, and this time I press forwards to force the splat, although it takes a bit of giving chase as I don't follow the tell-tale squidding quite quickly enough. I get some height again, but the rotating block takes me away from the inklings I'm aiming for, and although a Disruptor and Bubbler work well, the inky pressure forces me down and away.

A near miss helpfully lets me dodge a blaster, and a squidmate helpfully splats the blaster, which lets us defend the returning Tower. I can't resist going around the back again, but a N-ZAP's ink almost stops me. She's too focussed on where I was, though, letting me survive and loop back around to help reclaim the Tower as the battle heads in to extra time.

Super-jumpers are coming in, I am in a good position, and a Kraken sounds like it's on the Tower. My squidmates push it off, though, and one of them hops on to the Tower to end the battle in our favour. Woomy!

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