In Turf War, rush to the center of the stage during the opening moments of the match. To reach the center quickest, head to the right side of the stage immediately after spawning, using the flanking path to fire down on the middle. Your opponents are likely to take the central path, passing through the narrow chokepoint in the middle—focus your fire on this area to ambush opponents as they rush into view. If your team can lock down the center early, make cautious advances into the opposing team’s territory. Plant Squid Beakons along the elevated perches on your team’s side of the map to maintain constant pressure in the center. If possible, take possession of the enemy team’s flanking paths too. When there’s one minute left in the match, glance at the GamePad’s map to ensure your team’s side of the stage is thoroughly inked. If not, have one teammate retreat from the center to apply touch-ups.
At the start of a match, don’t worry too much about inking the area around your team’s spawn point. Instead, make an aggressive push toward the stage’s center. Establishing early control of the center can make all the difference, effectively trapping the opposing team on their side of the stage. But before the match ends, glance down at the GamePad and make sure the area around your team’s spawn point is thoroughly inked. Chances are a teammate has already covered this area.
Be careful when operating around the horizontal nets stretched across these paths. Ink both sides of the net, then jump through the net in squid form to reach the other side of the path. If you don’t ink the opposite side of the net, you may land in enemy ink, inflicting damage and slowing your advance. These nets can be a good place to ambush opponents. If enemies approach a net, ink the ground around the base so they land in your team’s ink.
The fight for the stage’s center is ongoing. Instead of rushing through the central corridor, use one of the perimeter perches to spread ink here. But watch out for opponents positioned on the other perches. If you don’t have a long-range charger weapon, you may be at a disadvantage, unable to retaliate. Instead of trying to hit a distant sniper, fall back and attempt to flank your enemy.