| 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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