For Great Zapfish's sake, don't retreat with the Rainmaker! (5-8, Splatterscope)

27th March 2017 – 7.00 pm

I'm on quite a losing streak at the moment. I can't make the Carbon Roller Deco work, as we can't hold turf, and I can't do anything outside of inked turf. So I swap weapons, hoping to provoke some changes in my battles.

The Splatterscope is perhaps not the best choice, as it requires at least as much skill as the Carbon Roller, but it should work well on Port Mackerel and, to a lesser extent, Kelp Dome, whilst keeping me out of the action. That's the idea, at least.

I don't do much better, though. I cover some turf initially, before braking a bit too hard when dodging a Killer Wail and hitting reverse. Oops. That lets me get a decent splat on the Rainmaker when I get back to the action, but that's only because the teal team have made a big push already.

From where we are, the teal team hold all the turf, almost right up to our base, and despite our best efforts we can barely push back. I use my Splatterscope to ink what I can, and my Splat Bomb Rush to augment the charger, but to no avail.

Working my way around the side on the ledge is a good idea, but my aim is just that little bit off, and the ink not quite covering enough for me to evade a Splat Bomb thrown my way. I can't even splat an inkling almost on top of me with a Splat Bomb Rush. Things just feel a bit off.

As I am almost ready to give up, I spy an opening and squid for it, using my Ink Resistance to make the most of the few orange patches available. Finally, we have a score. Now the teal team makes a mistake.

I don't notice it during the battle, but one of their inklings takes the Rainmaker backwards, no doubt to deny us access to it. But it really is never a good idea to do that. Their inkling is splatted near their base, my squidmates are there to burst the Rainmaker out of its shield, and it's a short but hugely significant hop to take the lead.

It may have been a mistake by the opposition, but it was seized on by my squidmates! A lost cause has been turned around, just a minute left in the battle, and it spurs us on. I get four of my five splats in the last thirty seconds of the battle, two in the last five seconds, and it all feels like a victory.

All we have to do is grab the Rainmaker as the clock ticks to zero, and as we all know the significance of what we achieved we use the last couple of seconds to celebrate. Woomy!

Finishing the job in Rainmaker (3-3, Carbon Roller Deco)

27th March 2017 – 7.00 am

I'm not having much luck in Rainmaker tonight. I'm sticking with the Carbon Roller, because both Kelp Dome and Port Mackerel should allow for good rolling and seeking.

I try to put my Seekers to use in Kelp Dome, which includes basic inking of turf throughout. But Seekers alone don't ink enough turf for good Carbon Roller use, as I find out when the Splat Roller manages to keep me at range.

It wouldn't be a Splatoon battle if there wasn't a surprise Inkzooka strike. And again, I charge in where we don't have control of the turf. No surprise there that I'm splatted. It's difficult to hang back sometimes, though.

A squidmate takes the lead, which admittedly was not a huge lead to beat in the first place, but he keeps on going. I try to supply some support, but I'm not quite sure where I should be supplying it, so get up high and send a Seeker searching.

Ah, there's the Rainmaker, squidding behind and underneath me. I go forwards and circle behind a blaster, splatting him nicely as the Rainmaker squids past at some speed. He stays safe, but only up to the podium.

No problem! My Seeker Rush is charged, and this is the perfect moment for it. Seekers rush from me, exploding in to the Rainmaker's shield until it bursts, and a couple more for luck to keep the ink flowing.

A quick squid forward, and crossing my fingers that the Suction Bomb won't explode in time, and I'm dunking the Rainmaker! That deserves a woomy!

Splatoon 2 Testfire (Splat Dualies at The Reef)

26th March 2017 – 7.00 pm

A Turf War from the first Splatoon 2 Testfire, using the Splat Dualies.

Splatoon 2 Testfire (Splat Charger at Musselforge Fitness)

26th March 2017 – 7.00 am

A Turf War from the first Splatoon 2 Testfire, at Musselforge Fitness, using the Splat Charger.

Sloshing and dodging in Tower Control (12-8, Tri-slosher)

25th March 2017 – 7.00 pm

Okay, that jump is further than it looks. And that inkling is further away than my Tri-slosher can reach. And the E-litre 3K moves out of my range too soon. Still, I'm unsplatted, and make the sensible move not to chase the E-litre 3K when she knows I'm coming.

That lets me keep going a bit longer and get my first splat. I think about going around the grated back route, but maybe not whilst I'm still on splat-cam. So it's up and over, and see if the E-litre 3K is vulnerable. Yep! A squidmate splats her. Nice! I can run in to a Gal instead.

I try for the back route again, hoping to go unnoticed, but clearly I was noticed. I am splatted with some decent efficiency with Burst Bombs. It nearly happens again, but a squidmate saves me with a Splash Wall. Thank you! A bit of squidding and the E-litre 3K becomes visible, ready to be sloshed.

On to the Tower, and I think I have the yellow inklings caught from behind. Only one is caught, though, the other releasing the Kraken to thwart attempts to get him off the Tower. That's what he thinks, though, and Kraken fights Bubbler, ultimately losing out.

We push the Tower back the other way, but the E-litre 3K is going to be trouble. I think I do quite well at avoiding her attention, and the Jet Squelcher's, for as long as I do, helped by a skirmishing squidmate, but losing the Tower was inevitable.

I decide to do take in the scene for a bit before acting. I would like to say I hide in our ink whilst I do this, but it seems I have trouble doing that. It's not as easy as it looks, to be honest. Moving under cover of Killer Wail seems like a good option. I get up and behind the E-litre 3K nicely enough, and back towards the Tower to get a second splat.

Going along the grated route works too, sneaking behind the yellow team for a few splats, managing to avoid a Burst Bomb, some Jet Squelcher ink, and half a Kraken before succumbing to the pressure. But it all works as a distraction, taking pressure of the Tower, as my squidmates ride in to the lead. Nice!

The knockout victory looks on too! We push forwards and get some splats, and even though our squidmates are cleared from the Tower it looks clear for me to squid back and keep it moving. Nope! A bit of yellow ink hits just as I jump, slowing me down. So it goes. We still have turned the battle around in the last thirty seconds.

I end up getting myself between an E-litre 3K and some water, which is note a great place to be. I finally suck it up and get splatted, which lets me super-jump back in to the extra time action for one last burst of ink. Woomy!

Pushing for the knockout in Tower Control (7-6, Tri-slosher)

25th March 2017 – 7.00 am

I'm a little less keen to rush to the centre of Mahi-Mahi Resort and my inevitable doom in this battle. It almost pays off, as it looks like I miss the initial tussle over the Tower, except the Tower isn't touched, and I am still splatted shortly after I hit the ground. Oh well. At least I didn't squid through the grate. Just about.

How long can I have a Bubbler charged without realising? Quite long, but not terribly so, because I'll obviously get splatted instead of being invincible for a bit. At least our defence is pretty good.

Our attack is pretty good too, it seems. I avoid doubling up as one squidmate heads around the back of the green team, and instead end up riding the Tower. I get one Blaster off my case, and a squidmate the other, and we move in to the lead.

The Blasters come back, but this time I remember my Bubbler. My Bubbler saves me to start with, then my squidmates do a bang-up job of saving me for longer, splatting the green inklings. Still the Tower trundles on.

It's looking good for the knockout victory, and I even have the sense to hop off to deal with a threatening Carbon Roller, but let's ignore that I get squished by it, shall we? I head back and wait to splat the green team off the Tower, but it's done before the Tower reaches me. Onwards!

The Tower pauses, and all looks quiet. I hop on to get it moving again, just as Splat Bombs appear from nowhere. I don't have the reactions to jump off, so just take the ink to the body. It's okay, though, as my squidmates continue where I left off, and get within one point of the knockout. Nice!

The green team make their own push, and get the Tower back past half-way before we recover the situation. I have a little play around the middle before heading around the lesser-used back route, where I make a bit of a pest of myself around the green base.

I don't want to be an arse, so turn around to support the Tower more directly, which results in a little flurry of action and ink exchange, before a standing squidmate gets on the Tower for the last few steps. Knockout victory woomy!

Late splatting in Tower Control (9-2, Tri-slosher)

24th March 2017 – 7.00 pm

I get to the top of Flounder Heights nice and quickly again, and toss a Disruptor across the gap to try to catch any advancing inklings. Doesn't seem like I hit anything, but a purple inkling jumps across in to my Tri-sloshing!

My early dash means there isn't quite enough ink behind me to back off from a Splat Bomb efficiently, and so I leave a purple stain as my squiddy essence returns to our base. So it goes.

I go for the side route next, enjoying charging up my Bubbler a good portion, and how the grating is nicely designed to let even my Tri-slosher ink its way up the wall, given the right route. Another Disruptor thrown, and an inkling is splatted. Not by me, but I can claim the assist.

Time to clear up the purple mess! Maybe the Tower could be supported, but inking turf helps in its own way, letting us get back to the action more quickly and holding up the purple team. Sure, the Tower is lost and trundles back to the centre, but now we have turf, I have my Bubbler ready, and I'm right there to push again.

I don't think even my Bubbler would have saved me from that Killer Wail straight down the Tower's corridor. That's okay. I dust myself off and head back down the side, where I am able to take the surprise a Blaster, although maybe not in time to save a squidmate. It stops the next Killer Wail, though.

I'm not entirely sure what splatted that inkling on the top grate, but I'm happy for it to be attribute to me. And sloshing ink down on what must have been an inky inkling gets me a very lucky splat. They all count. My Bubblers ready again, and I use it to keep my streak going, and move on to support the Tower.

Inklings drop around me, but I am missed. Good, because I don't miss them. The Killer Wail misses too, just skewed below the Tower, letting it trundle forwards, and I get one last splat as it hits the goal. Knockout victory woomy!

This may be the highest rank I've achieved so far too. Not too shabby.

All around the tower in Tower Control (7-3, Tri-slosher)

24th March 2017 – 7.00 am

Hello E-litre 3K on the other team! What can I do about you? Not much, if I get Disrupted in front of a Dynamo Roller. And not much if I don't know where you are, either.

And still not much if I don't splat the Dynamo Roller in time, refusing to use my Bubbler because I don't think I need it. Meanwhile, things are happening with the Tower. Positive things for my team, thankfully, or I'd look even more silly.

Oh, hello. the E-litre almost drops in to my lap as I arse around not being able to squid up a wall just a little taller than me. She doesn't see me either, which is good, and I slosh ink over her to leave just some spotted boots, not even the freshly planted Beakon remaining.

The Dynamo sees me coming, though. But I have learnt from before, and this time I pop the Bubbler, finally surviving and getting the splat on the Roller. There's lots of purple ink to cover, and a Tower to reclaim, and we work as a team to do that, just in time for me to dodge a threat coming from behind.

My squidmates make a great push on the Tower as I squid my way around the edges, hoping to find the E-litre 3K. I think I do, but perhaps not contributing much to the objective, only getting in to position a bit too late. But at least I get a splat, survive, and lay down some fresh yellow ink on my way out of there.

When Tri-slosher and Tri-slosher battle, the Tri-slosher wins. But maybe only one of those sloshers would be started by their own inkling super-jumping in. Fresh with success, I go looking for the E-litre 3K again, but find only a sprinkler. At least the Tower remains neutral during this pointless sortie.

Back I go to the top of the Heights, and I run in to the other Tri-slosher again. I have my Bubbler ready, he doesn't, so I survive to accidentally find the E-litre 3K and get a second splat, as the Tower once again heads forwards. That'll do.

Once again with the long way around. Why do I do this? To get splatted by a Dynamo Roller in this case. I busy myself on my return with inking turf back to our colour, which is always helpful, before directing my full attention to the Tower, as we enter extra time.

I think I was actually helpful in those last few seconds. That's something!

Bubblers make for good riding in Tower Control (5-3, Tri-slosher)

23rd March 2017 – 7.00 pm

Mmm, Tri-slosher, Flounder Heights, and Tower Control. Can battling get any better? Getting an early splat on a Carbon Roller is pretty good! Getting a delayed splat back is not as good, but it happens.

Lobbing the occasional Splat Bomb over a ledge doesn't seem like compelling times to me, but whatever floats your boat, I suppose. That it sometimes works doesn't really make it any more appealing to me. I like my bucket.

For all their turf coverage around the centre of the map and the Tower, the purple team don't seem too keen to press their advantage for a while. That lets us reclaim a bunch of turf and get in to good positions to clear the Tower.

The Splat Bomb thrower, or is there more than one, returns. Whatever, weirdo. A bit of manoeuvring and a Bubbler gets me out of trouble and in to splatting position, bagging a super-jumper before getting one of the Splat Bombers too. Not the other one, though.

That hiding spot seems popular, but inklings there can be uncovered with the right equipment. A Disruptor does the job, as well as making the inkling easier to splat. So I do. I even get the N-Zap afterwards, as she returns to that spot.

I help press our new ink advantage, but when my Bubbler chargers I turn back to help the Tower advance a bit more securely. Just in time too, as a Carbon Roller comes dive-bombing in! Splat Bombs come next, but those are easier to avoid, and a squidmate takes over once the ink clears.

No longer needed on the Tower, I push forwards to provide inky support, and help reduce the purple pressure. It looks to help, and even though I try to clamber back on to the Tower for a part of the glory, I can't quite make it. That's okay, because it's not needed for the knockout victory. Woomy!

Wet splats in Tower Control (9-8, Tri-slosher)

23rd March 2017 – 7.00 am

Sticking with the Tri-slosher for now, for some skirmishing action around Mahi-Mahi Resort. That's the plan, at least, which kinda requires not getting splat by an N-Zap from below before I get anywhere. I'm sure I can do better.

Splatted by a Kraken is arguably better, as it is harder to avoid, but it's still not a great start. That's a nice Echolocator for my return and trip around the back, letting me slosh reliably from below for the splat. And I remember both my Disruptor and Bubbler to put them to good use in quick succession.

I fear my inky substance will be disrupted by that Rapid Blaster again, as I try to support the Tower from behind opposition lines, but I get a Tri-sloshing splat from behind a wall, which feels pretty good. ...for less than a second, but still.

I go behind the lines from the other, perhaps less-well-known route, and nearly get inked from behind, but avoid that and dodge a Kraken, but get no splats. Moving back to be more direct support finds presumably a different Kraken, one that appears too quickly for me to realise my Bubbler is ready.

Some nice teamwork pushes the Tower forwards, whilst we hunt down one inkling, and I get my Bubbler up to help us survive and splat a second. And although I slosh the Rapid Blaster from below, whilst the splat-cam is on me I attempt a poorly judged jump and, naturally, hilariously fail to make it. I hope that made the Rapid Blaster chuckle.

Still the Tower goes in the right direction. I think about supporting it from around the side, but it seems more direct support is required, which I am happy to provide. It seems I also then provide a good distraction, but maybe not quite enough of one.

Extra time, and the purple team make one last valiant effort to take the lead! We clear the Tower and it looks like victory is ours, but I mess up the jump to the Tower. At least I don't squid through the grate below me! But a purple Kraken hops on, making the Tower a bit hot.

A nice barrage of ink pushes the Kraken off the Tower, and I seize the chance to jump on. The inkling gets back on, contesting the Tower still, but a bit of a slosh and, with my feet on the Tower, the battle ends. Woomy!