| Rubber Band Warfare | ||||||||||||||||||||
| Before soldiers learn how to fire a gun, they must learn how war works. Like such, before you learn how to fire a rubber band, you must learn the mechanics of rubber band warfare. Then you shall understand when to fire, which is more important than how to fire.
In a well-designed battlefield, you and your opponent control territory with a netural zone or no-man's-land in between. Ultimately, the goal for each of you is to push the extent of your control (or, to expand your territory's boundaries), until you control the entire map. There are multiple ways of doing this. The first, more classical way is simply to extend your control outwards. This involves a "push" of frontline forces. At some point early on in the war, the battle lines will be drawn, so to speak. That is, out in no-man's-land, you and your opposing force will have formed a line where your forces are attacking. If you can exert more power, you can push this line forward, while your opponents are forced to fall back because too many of their band-soldiers are being overwhelmed. Unfortunately, this method only works in the largest of rubber band wars. For more conservative battles of two to ten people, a much stealthier approach must be taken. Simply charging all five of your soldiers at the enemy will result in a really quick war where everyone's out of bands in five minutes, and you're all sitting there wondering how this could have been more fun. The most effective approach is sabotage. Well-placed, well-trained snipers to maintain an impenetrable defense. Silent agents who eliminate enemy troops before they even know they are under attack. Swift soldiers who swoop into an area and establish an effective perimeter before any enemies can take defensive action. This is the modern rubber band battlefield, and unless you play by its rules, you will die by their sword. Which brings us to our next section.
True. But that's why, before each match, you should set rome rules of the game. A no-hands-barred rubber band fight, while certainly not without its charms, may not find favor with every band-slinger. Some criticize its lack of realism (comparing it to actual war in this case), others ask, "How does being hit by a measly rubber band actually affect your performance as a soldier?" Valid questions, of course. If people aren't actually dying because of rubber band impact, and you are going for realism, perhaps you should consider setting a rule where a rubber band hit in a critical area (read: head, chest) means the victim is "out." Some people find this harsh, however, as the occasional lucky shot at the beginning of battle means some poor band-slinger has to sit on the sidelines for the rest of the war. So, some people instigate 2-minute or 5-minute "penalties" for those hit by rubber bands. Others stick them in a "jail" or POW camp that can be freed by teammates, much like in Capture the Flag. Still others simply have the victim relinquish a certain percentage of his ammo to the opposing side. Each rule entails different strategies and tactics, and to cover them all would be far beyond the scope of this website. Consider learning by doing. And on the flipside, always follow the rules! If you got hit in the head by a band but you don't want to take the 2-minute penalty (for instance), don't sit there fighting it out. Just suck it up and do the time. No one's going to have fun if all you guys end up doing is yelling at each other about rules and regulations. Take your time out, and keep in mind that, in the long run, you're going to have a much better time. If two people have an argument about an event of war, figure out the fastest way to resolve it. Always keep the war going. If you have to stop and fight for ten minutes every time there's a difference of opinion, people will start to get edgy. Consider appointing a referee who can make a quick, decisive choice and have everyone just shut up and stick to it. Keep the war going.
Obviously, the simplest way to exert power is to simply shoot at the enemy. This is effective and shouldn't be ruled out as newbie fodder. By focusing your force at strategic locations on the battlefield, you can gain the mountains, while your enemy cowers in the valley. (In other words, consider which areas on the battlefield are most advantageous to your strategy, and swiftly take possession of them.) A second way to defeat an enemy is by disrupting or exhausting its supplies. Without rubber bands, how will your opponent exert its control over you? Rubber bands are the unit of power in this war, and if you take them away from your enemy, your enemy has no power. Where does the opposing force keep its rubber bands? Take control of that territory. Do not allow enemy band-slingers to get to their own supplies. They will shortly exhaust what little supplies they have left. On a similar note, a good defense for this strategy is to keep your supplies spread out across your territory, not all stashed in one location. Furthermore, you should keep your supply location and the knowledge of it heavily guarded. Thirdly, you could deny the opponent information. By establishing an effective barrier against sentries and spies, and by carefully concealing troop movement, you can make surprise attacks with speed and effectiveness. Finally, you can defeat an enemy through confusion. By frightening and panicking an enemy force, you can create confusion and turmoil. An unorganized force is a defeated one. This is perhaps the most important strategic lesson one can learn, so I'll repeat it. An unorganized force is a defeated one. If your troops know what they are doing and why, they will get the job done. If you, as a commander, know where the enemy is and why, you will understand enough about them to effectively counter their actions. As fighter pilots say, "Lose sight, lose fight."
The Soldier The Sniper The Commander The Spy The Sentry
But if, like some other people, you have the facilities and equipment necessary to scale an epic rubber band war, the previous section will prove an invaluable guide towards total domination. |
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| Delivery Methods | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| This is the section 99% of you probably came for. Here we will discuss the many methods of arming and firing a rubber band. Proper mounting and delivery is critical towards making the rubber band go where you want it to. With practice, you should be able to mount your rubber band swiftly and before your opponent can disarm it.
Watch out for backfire! This is a common problem among newbies. Releasing the band incorrectly or arming it incorrectly may cause the band to loosen or slip off a cruical finger, making for painful backfire. This hurts! Keep spare bands! Nobody likes to realize they have no more bands left. Always take more than you think you'll need, and know how to get to the restocking area with your eyes closed. It might be a good idea to keep five bands or so around your wrist for quick mounting. You can restock your wrist when you get a break. Before you go off into battle, loosen your rubber bands. Stretch them out in many directions a few times to loosen them up. Not doing so may result in snappage or backfire. If you are in battle for more than an hour, loosen them again. They get tight over time. On a similar note, lead your shots if necessary. If you don't know what leading is, allow me to explain. Imagine you are standing still, aiming at a target ahead of you that is running from your left to your right, as the picture explains.
To release, simply lift your pinkie up a bit, therefore allowing the band to come off the edge of your pinkie, whipping around your thumb and off your index finger towards your target. If a rubber band is too taught, you could hook it to your ring or even middle finger if necessary. Statistics
Analysis
Try not to aim for a point too small, as the band is fairly fickle as to which way it goes. Aim in a general area, and hope for the best. If the band was mounted high enough, it should successfully leave the thumb with a minimum of pain. If it was too low, it will spin around the thumb and you will have to remount. Statistics Variation: Rifling Variation: Scope Variation: High Drag Variation: Twist
Analysis
Once you have your aim comfortable, let go! Statistics
To start, you need a pen. Pencils' tips can break off. Hold your oversized rubber band by a side, letting the other side fall to rest on the ground. Place your pen atop the section on the ground, then pull the band taut. Lift the pen and band (now mounted on the tip of the pen), holding the band between your thumb and index fingers. Stretch the band very tight. Aim and fire. Deadly accurate! Statistics
Delivery First, you should have the thumb, index, and middle finger of your dominant hand pointing upward. All others should be closed into a fist. Arrange the three standing fingers such that they form a triangle (think of a stool resting upside-down). Wrap the rubber band around these fingers, at a comfortably-high altitude. Now, make your index finger of your non-dominant hand into a hook, and latch it onto an exposed part of the rubber band. Pull it a little taut, so that it is firmly attached. Now, while pulling the non-dominant index finger away, thus making the band more and more taut, slowly allow the rubber band to slip off your index and middle finger of your dominant hand, leaving only your thumb and the index finger of your non-dominant hand. Now, using free fingers, check to see if the band is taut on one side and loose on the other. If not, try again. If so, tilt the thumb downward (so the nail is nearly parallel with the ground). To release, simply lift the index finger and allow the rubber band to fly off the thumb. To get the semiautomatic capability, load multiple rubber bands onto your dominant hand, hooking the index finger of your non-dominant hand into each one and firing them in succession. At the fastest, you should be able to release them ever 1 and a quarter second. Analysis Statistics
Projectiles can be anything of decent mass and small size: rocks, folded-up pieces of paper, and even tacks (if you're very mean). Preferably you'd want something with dimples in it or a small drag coefficient. (See the Physics of Rubber Band Shooting.) Statistics
I recommend practicing this method in safety and comfort before attempting it in battle. Four or five tries and you should have delivery sequencing down. Statistics |
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| Defensive Action | ||||||||
| War has two parts: offense and defense. Focusing on one will become your undoing. To be a true rubber band master, you must be able to execute effective offense and defense on demand, and be able to decide quickly when each is appropriate.
If your opponent has mounter his rubber band in the style of the Jaeger Rifle, Bazooka, or Sawed-Off Shotgun method (in other words, close to the top of one finger while being pulled back by another), disarm it by lifting the part of the band mounted on the closest finger to you, and letting go. This will cause the rubber band to backfire, hurting your opponent and giving you time to plug a band in his chest. If your opponent has mounted his band in a way similar to the Pistol method, simply flick the finger closest to you. That will cause the finger to lift up, making the rubber band backfire onto his pinkie. With any other method of mounting, just grab onto the most exposed part of the rubber band. You have to grab onto both parts of the band, as the picture explains. Otherwise it can still be fired at your hand. Though grabbing onto it doesn't normally cause backfire, it still does keep you safe while you perform appropriate close-range martial arts. If your lucky opponent has chosen the Sniper Rifle method, I suggest mounting your shield in front of you and running as fast as you can in his direction without slowing down. You will not survive an unshielded attack on a sniper alone.
When using a shield, do not bother trying to locate the rubber band in midair. By then it will be too late. Simply point your shield at the hand of the attacker -- it should be big enough to account for gravity's influence. If you're getting pummeled by rubber bands at it really hurts, consider wearing a thick sweater. Watch out for the latex jackets! Those things go zwip, zoop, zwip, zoop when you move and can easily give away your location. Keep your head protected, too. Goggles and a helmet should be considered if there's a sniper on the other team who's particularily fond of the eye. (Mean little twerp...) |
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| The Physics of Rubber Band Shooting | ||||||||||||||||||||
| To truly understand how to shoot a rubber band, one must have a firm understanding of the physics of rubber band shooting. The next section will explain the mechanics of the forces at work when a rubber band is shot through the air.
The third force is vertical drag. Vertical drag opposes the force of gravity, in essence, weakening its pull. Vertical drag plays a small but noticeable role in the rubber band's flight; without it, the rubber band would fall to Earth at the same speed as a rock. Unfortunately, so many factors come into play that it would be nearly impossible to calculate vertical drag. We can do a few informal tests, however. Dropping a smooth rock (which has almost no vertical drag) and a rubber band side-by-side, we see that vertical drag slows gravity's pull by about 4%.
This means that every second, the rubber band decelerates by .0032 to .0081 m/s. When you consider the fact that rubber bands are only in the air for about 1 to 3 seconds, you can see that air resistance plays a very small part in a rubber band's flight.
Note that these formulae are describing ideal springs: rubber bands, like anything else in our imperfect universe, are not ideal. Some of the energy released when you shoot a rubber band goes into heating your hand, the air, and the band, creating a sound, and deforming your hand and the band. But enough energy becomes kinetic to make these formulae accurate enough for our purposes. To work with these equations, we must first know the spring constant of our rubber band. To do this, we need a weight of any size. I picked a a 500-g weight from a scale set. I then fashioned a holder to attach to the rubber band out of a paper clip. First, we must let the rubber band hang naturally. We then measure the length of the rubber band. In my case, it's 5 cm, or .05 m. Next we must attach the weight and measure the new length of the rubber band. It's now about 7.5 cm, or .075 m. Then we subtract these two values to get .02 m, and put that under the weight (not the mass) of the weight. (500g is 4.9 N). 4.9 N divided .02 m is a spring constant of 245 N/m. Note that this is very large; this can be expected, as rubber bands aren't terribly springy. Knowing the spring constant, we can use the formula E=1/2kx2, where x is the difference between the natural and stretched length and k is the spring constant, to calculate the potential energy at a certain stretched length. The length of the rubber band in my hand, when using the Pistol method, is about 20.5 cm, or .205 m. We plug that in and we get a potential energy of 2.94 J. Assuming all of this will be converted into kinetic energy, we can use the formula KE=1/2mv2 to calculate the velocity upon release. It turns out to be 3.43 m/s, or 11.25 ft/sec, or 7.67 MPH.
Many of the methods have variations involving rifling. Rifling gets its name from the grooves that circle the barrel of a rifle, causing the bullet to spin as it exits the barrel. The spinning bullet stabilizes its flight and improves accuracy. Other projectiles that use rifling include arrows (which have slightly angled feathers that induce a spin) and frisbees. There are two ways to spin a rubber band. One is to create a tension difference across two sides of the rubber band, which creates a frisbee-like spin. This is accomplished in many ways, mostly by pulling one side of the band more taut than the other. For examples, see the variations of the methods involving rifling. The second is to create a twisting, bullet-type spin. This can easily be accomplished by twisting the band between the endpoints to form a figure-eight pattern. When fired, the band untwists and continues to twist as it heads for the target. This method also helps lift the band to clear the thumb. The tension-differential and twist methods can be combined, but the accuracy difference is negligible. --AÜ |
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| Conclusion | ||||||||||||
| Well, if you managed to read through all of that, you can now officially call yourself a Master Band-Slinger. But before you go off to save the world for freedom and democracy, there's a few closing tidbits I thought you ought to know.
The biggest rule I can stress is stay safe! Rubber bands can backfire and cause mayhem, so take the necessary precautions to avoid or retard self-inflicted harm. Stay wary of material objects, as well. In one fight, one lucky snipe from myself happened to strike a dangling ball from a kitchen light, which then shot up and put a nice, fat crack in the light fixture. To this day, no one in the family knows it was me... And here's another biggie: rubber bands shot at you cannot go through walls! Most people seem to forget this when faced with insurmountable opposition and a chance for safe haven. Clean up afterwards. Nobody's wife (or husband) likes to see rubber bands sitting in the chicken soup she had left simmering on the stove while she went out to buy some more carrots. ("Interesting flavor, honey...") Don't take it personal. I've seen a lot of people who just can't seem to have fun. If some obstinate sniper's getting really obnoxious, get a sextuple-band-firing kickass soldier on his behind. Fight fire with fire. Don't break the rules and start a bar fight. Remember: we're playing with rubber bands here. Keep the martial arts to a necessary minimum.
Revision History Specifications on Statistics This page was designed in an old version of GoLive CyberStudio and SimpleText. Graphics were done in Color-It!. Pictures were taken with a Canon XL1. No animals were harmed during the making of this website. OK, OK, my cat got hit by a band once accidentally and she ran away, but that's why I put in the disclaimer. |
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