Not gonna lose this Tower Control (16-9, Tri-slosher)

1st December 2016 – 7.00 pm

Somehow I never fully learn that rushing headlong to the objective in the middle of the map at the start of a battle almost always gets me splatted. Of course, there are times that I come out on top, but there are also times when it is better to be a little circumspect. Having a Bubbler as a Special and taking time to charge that on the way is probably one of those times.

I try to charge my Bubbler whilst heading to the Tower, and make use of the Disruptor, but I still rush forwards when a little patience would help. Still, after the second splat from being hasty, I seem to settle down and be more sensible.

A good example is leaping off the Tower the moment I get on, as a teal inkling pops his Bubbler. I take the time to ink some turf around the middle, which seems like a fair idea. It charges my own Bubbler, and makes the other team forget where I am.

I get some decent splats, and take back the Tower, but who could have predicted that Killer Wail? Well, the inkling who set it, I suppose. That was a nice bit of positioning.

Some more flanking gets me more splats, mostly because my squidmates are doing a bang-up job of riding the tower to where I will appear. Thanks, squids! I even stay unsplatted for a bit, which is a nice change of pace. Now all we need to do it maintain our lead for half-a-minute. Should be easy enough.

Squabbling over the Tower in Tower Control (8-5, Tri-slosher)

1st December 2016 – 7.00 am

There's the usual tussle for turf at the start of this Tower Control battle, along with my inevitable early splatting. At least I take one of them with me, but it's a bit of a pain that my Bubbler charges the moment I am splatted.

I like to think I show a bit of caution following that early encounter. Squidding in to the mouth of a Killer Wail doesn't really give that impression, I know, but it was a bit late to turn back at that point.

I am persistent with that side route, even when I see the orange team riding the tower already well in to our territory. But I see the opportunity to surprise them, so I press on. And I surprise them. I splat three of the orange team and reset the tower. But at what cost? That's quite a lead they've got.

I ignore the childish semi-squidbagging, and get back to the battle, hopping on to the tower and getting some good support. Good enough support that I hop off the tower to provide support myself! I'm sure that's a good idea.

Thankfully, a squidmate stays on the tower, which is better news given that I wasn't counting who was where, and we do a really good job of keeping the tower moving, the orange squids splatted, and ourselves Bubbled until we have the lead. Woomy!

I get a little carried away in the opposition territory, but not so much that I don't notice the Tower going the wrong way. I turn around and help reclaim it for us, but mostly by getting on to the already cleared Tower.

My squidmates are on top of things. And with the tower under our control, my Bubbler charged, and seconds to go, it looks like we've got the victory.

Battling till the end in Tower Control (12-8, Tri-slosher)

30th November 2016 – 7.00 pm

I'm wearing a super-jump hat! I wonder if I'll remember that, and use it. Probably not. Super-jumping isn't terribly safe, but it can be very useful in Tower Control.

I start as usual, rushing headlong in to a splat. Going back along the same route seems like a good idea, if only to flank, until I realise that the orange team have pushed the tower too far.

I turn and make some kind of amends by splatting all three inklings on the tower. Now, can we get control of the tower and get the lead?

I try to ride the tower when I can, and keep my splats up to stop the orange team from getting further, but they are having none of it. They take the tower even further, and are only stopped a few ticks from the goal. Now what can we do?

A decent push at the end of the battle looks pretty good to me! We are finally looking threatening, and the possibility of winning is not out of the question. It's still a tough proposition, but I'm feeling optimistic.

A few good splats in Tower Control (7-7, Splatterscope)

30th November 2016 – 7.00 am

Chargers remain popular in Tower Control with the promise of Arowana Mall appearing. It's Urchin Underpass again, though. Let's see if I can make better use of my Splatterscope than in the last battle.

First splat is by aiming! Good job, tigerears. The second is from a Splat Bomb. Well, a Splat Bomb Rush, because there's no way one would do, as my aiming goes to pot even with Splat Bombs.

Getting cornered in our own is a little embarrassing, much like never knowing when I have enough ink for a Splat Bomb. But it's probably more embarrassing to be splatted by the non-scoped version of your own weapon.

Being chased by a shooter, though. Well, I'm not supposed to operate well at close range, so it's more inevitable than embarrassing. What's worse is that the green team are moving the tower a good distance, and we are being pushed ever backwards.

Splatting the two opposing chargers, with a Roller in-between, was a good job, if a little confusing. I thought I'd fluked that second charger as the splat notification came up, but she was still there. Thankfully, I got my wits about myself soon enough and used my trusty Splat Bombs again.

But about that tower. Sure, I turned my own battle around a little, but although we got some decent control of the tower, we never really threatened the green team's lead.

Little movement in a charged Tower Control (7-7, Splatterscope)

29th November 2016 – 7.00 pm

Tower Control on Arowana Mall, you say? No wonder there are so many chargers, two on each team. And I'm one of them. But then Urchin Underpass comes up, so the joke's on us, I suppose. I imagine we'll persevere for a few battles, though, waiting for the Mall.

Until then, I will keep at optimal range, not engage foolishly, and support my squidmates on the tower. Or just charge ahead whenever I feel like it, in to trouble and danger, and see if I can can fluke a victory. Someone has to do it, as the tower doesn't look like it's going to move any time soon.

My Splat Bombs are working well, and my aim from below the tower looks impressive. It probably won't last, but I try to maintain a positive attitude and see improvement in these moments.

A blue inkling throws his squid in front of a Splat Bomb to save me at 3'20"! It's very good of him, considering I'm on the green team. I don't pause to consider my existence afterwards, though, just trying to super-jump to someone who got splatted.

In the end, it's some nice Splat Bomb rolling that gets me out of most trouble. And the tower starts going backwards and forwards eventually.

Providing supporting ink in Rainmaker (3-1, Splatterscope)

29th November 2016 – 7.00 am

Phew, what a losing streak. Down to A Rank, and nearly dropping out of that! I'm not stopping until I win a battle, though, and to that end I equip my trusty Splatterscope. What can I do with it?

I can be oblivious to my flank, that's what. Situation normal. What I can do that is positive is provide some ink support. Covering over blue ink with green, using my Splat Bombs effectively, and even preventing the Rainmaker from getting what looks like an inevitable dunking.

Even when I am ousted from my perch, I splat the threat and move on. My squidmates are well ahead of me, though, and by the time I have scaled the Heights they are dunking the Rainmaker. Woomy!

Camping inklings in Rainmaker (6-12, Soda Slosher)

28th November 2016 – 7.00 pm

All looks fairly standard at the start of this battle. A bit of a tussle for control of the turf, one team grabs the Rainmaker and makes progress, the other team tries to claw their way back. But this is not a normal battle.

Nope. The blue team could easily win at several points in this battle, but they clearly don't want to. They are more interested in getting cheap splats, by hiding in corners and waiting. Good for them, I suppose, but it's not very sporting.

Carrying the Rainmaker (5-8, Soda Slosher)

28th November 2016 – 7.00 am

The Soda Slosher should work well on Flounder Heights, as long as I actually get up to the top of the Heights and slosh downwards. Which I almost do near the start, but after a couple faltering climbs.

At least I survive the initial onslaught, but at what cost? The green team take a commanding lead, one we'll have to win by a knockout to beat. That's quite a task, particularly when I am cornered by Krakens, or can't slosh my own cornered foe to a splat.

But sneaking the Rainmaker from under the green team's beaks and getting a tentacle's reach from their goal is a pretty nifty bit of Rainmaker carrying, ably assisted by some excellent squidmates. It gives me hope that we can make a comeback.

I manage to grab the Rainmaker away from the green team again, and again make a decent charge in to opponent territory. It's still not quite good enough, but that's not surprising.

A third attempt doesn't go quite so well, but I think we put up a decent effort after a fairly miserable start.

On the back foot in Rainmaker (12-10, Soda Slosher)

27th November 2016 – 7.00 pm

I ponder my weapon options for Rainmaker, and decide on the Soda Slosher. Its spread isn't as good as the Tri-slosher, but it has a little extra range, and the Inkzooka should help with inking paths for the Rainmaker. If we ever get the Rainmaker.

One splat in to the battle and then I'm struggling against the tide of purple ink. It doesn't help that I squid up in to the Rainmaker's blast, but at least I figure out that I'm not carrying the Rainmaker in good time a bit later.

And it's not all doom and gloom. I get a few decent splats here and there, stopping the Rainmaker short, getting a double-splat with the Inkzooka, and providing some support for the team. It just seems that there is far more purple ink on the turf at any one moment than teal.

I think I may have an opportunity to make some progress at one point. The Rainmaker is right there, no purple inklings around, and the side route is calling me. Unfortunately, I am a little slow in realising, and the purple inklings like the side route themselves. Never mind.

One last chance to turn the battle around, and I grab the Rainmaker as the clock ticks down. Can I do it?

Not quite controlling the Splat Zones (10-3, Splatterscope)

27th November 2016 – 7.00 am

With Port Mackerel in the map rotation, I swap to the Splatterscope. I like the map/weapon combination, as there is a nice perch to look over our Splat Zone, with a secondary perch for safety. And if I need to, I can drop down and keep the channels clear.

This battle starts off as normal, as I make my way to the perch, but although I can stay there fairly securely, we have to fight for our Splat Zone immediately. Even with a short break from hectic defence, we seem to be on the back foot.

I steal a splat from a Kraken, sorry buddy, and get a lucky splat and some good Splat Bomb splats. But it seems that the opposition Splat Zone remains mostly untouched. We'll never win the battle by controlling only our own Splat Zone. I have to move from my perch.

But, like I say, Port Mackerel has some good, long channels that work well with a charger. You just need to be cautious about the flanking channels, and not push higher than your range requires. I think I achieve both of these goals.

I keep the channels inked, push up so that I can ink the Splat Zone, but am cautious of my range (after that first error in judgment) and of being flanked. Despite this, and getting some good splats, we never quite manage to take control of the second Splat Zone, and the battle ends close, but not in our favour. But that's okay, it was really good fun!