Hi everybody!

I'm a long time reader, and this is my first time posting a comment.
This thread about power builds caught my attention, and somehow seems to be a viable channel for letting of some steam (no, I'm not going to burst into a frenzy and only complain about how unfair the balancing in WFB is - no offence intended). ;-)
I got back into the hobby about a year ago, and my main opponent has been a HE player. When we play we usually agree to bring all-comers ETC lists; lists that you'd bring to a tournament and such. So we're not tailoring our lists specifically for the army the other one plays. In that context, a power build is quite okay. But everytime, every single time, I struggle with the HE (truth be told I haven't beaten my opponent yet - I
am fairly new to the hobby). It just seems to me that High Elves is quite a bad match-up for Lizardmen. They got great mobility, great magic, great shooting, ASF, monsters, martial prowess, great weapon skill etc. og that is all just fine - a challenge, yes, but I tend to think in the lines of what phat-motha said - what they doesn't do good and exploit there weaknesses. However the only severe weakness I can think of is that most of them are rather squishy. It seems to me, that their book have tried to compensate quite a bit for the fact, that they're only T3, and I just can't find the same kind of compensation in the lizardmen book. But that's actually not what I want to address. What I want to address is that, it's all fine when there is at least one way of handling your opponents units. It should somehow be possible to find a way to deal with everything and not have to tailor your list to deal with a single very specific unit. It doesn't have to be easy or anything like that, it just has to be somewhat doable. What I'm thinking of is actually in the lines of the ethereal discussion - if you can't do anything, then it simply isn't fun. For instance, in our last game, my opponent fielded a nice silver helm bus, with lots of fighty characters, some death-mages, and (of course) BotWD. In another words that bus killed everything it just looked at in CC, the 2+ AS completely negated my skink's heroic efforts and the banner made the use of magic futile. I simply couldn't think of any way to deal with it with my list. Actually, the only ways I could of was by using Final Transformation, Dwellers Below or a non-magical cannon. The cannon is by obvious reasons not a solution, and the spell-options will force me to abandon Wandering Deliberations or Focus of Mystery (yes yes, I know it... Contemplations could be the answer, but that's just really unreliable... really...), and in an all-comers list i do believe those to options are the best choices for magic. My point is, that to deal with that (very) hard bus-build I would have to use some spells that seems to be complained about quite a bit. "Dwellers is an all too easy solution and you don't have to be good at the game to cause a miscast"-sort of argument. But to deal with hard builds you'll have to use hard choices which, in my book, is synonymous with minimizing risk and minimizing your opponents opportunities to interfere. Take the canon - there is a chance of misfiring, which is a risk you'll have to take; it can actually blow itself up. Take Dwellers - You need to quite a bit of power dice to force it through, and your opponent has a chance to interfere with your casting attempt. The High Elves bus: Movement 9 = my opponent chooses the CC matchups, 2+ AS = Skinks not an option, 2++ vs. magic = Slann can't do nothin'! In other words: My opponent takes NO risk at all by bringing and, more importantly, 'using' that Silver Helm unit and I have NO way of interfering with the success of that unit on the battlefield. Anyone able to offer any solutions to this problem?
So, to sum up: I think the definition of power build needs to be centered in the discussion of risk and possible interference. So if you could discuss the power build with your opponent and you could agree upon, that there have to be more than one very specific way of dealing with a unit. Like the only option I could think of to deal with the Silver Helms is to roll the sixth spell in a single lore, that I have to choose specifically to deal with that one unit, thus limiting everything else magic-wise in my army, then perhaps it is too narrow a range of options to deal with that unit. Thus, my opponents choice carriers with it little risk for him (there really isn't a lot of bad match-ups for that unit), and carries a minimal opportunity for me to interfere = power build. If you could somehow agree upon being aware of the notions of risk and interference when building your lists, then perhaps it would make for more interesting/fun battles?
Hmm... This ended up being a quite a lengthy comment, with quite a bit of ranting along the way. Anyway, it was my thoughts on the power build. I do apologize for any misspellings, weird placing of words, bad grammar, horrible punctuations, a general level of incomprehensibility etc, as I haven't written in english for quite a lot of years.
Cheers!