Im running my Mage Priest solo. Check it, wick-a wick-a, 1,2, clap ya hands. Cupped Hands - never leave home without it. Divine Plaque of Protection Opal Amulet *Disciplines* Focused Rumination Focus of Mystery Unfathomable Presence Higher State of Conciousness BSB/ (why not) Wailing Banner
The Wailing Banner is a bit of a waste on a Slann imo. Terror only causes a panic test if you charge an enemy (not if you get charged). You're not going to be charging into Close combat with your Slann (I really hope!), so a Terror-causing Slann has absolutely no benefit. There's the Plaque of Dominion, which forces all enemy wizards that can draw LOS to it to make a stupidity test each turn. I've had some success with that before. If you only manage to shut a wizard (and his unit) down for 1 phase it's been worth 50pts, tho with the new BSB rules allowing re-rolls for stupidity tests it may not be quite as effective in 8th. For solo Slanns the Sun Standard is very useful. Ranged attacks suffer -1 to hit (-2 if within 12"). Depending on the army you're facing; it's obviously a lot more benefit against a sneaky elf army than Beastmen or WoC, who have practically no ranged unit - Obvioulsy if you take Higher State of Conciousness 99% of ranged attacks won't be a threat anyway. Flavour of the month seems to be the Standard of Discipline, which gives the Slann +1 Ld, giving all units within 12" a Ld of 10. My fave combo for a solo slann is; Flying Slann of Stupidness Slann Mage-Priest - BSB Arabian Carpet (flying) Cupped Hands Standard of Discipline Becalming Cogitation, Focus of Mystery, Rumination, Higher State of Conciousness Immune to non-magical attacks, can fly to avoid most combat and position within 24" of enemy wizard to make use of Becalming and Cupped Hands (hate when you miscast and there's no wizard in range)
Solo-slann - Offensive lore (pick one...death probably, maybe shadow...) Crown of Command - Stubborn Banner of Discipline - LD10 Carpet - Fly Ethereal MR3 Focussed Rumination Straight into the flank of a big block, preferrably a shooty block i.e. 50 Sea Guard, lose the combat and then take a re-rollable break test on 3 dice LD10, then still be able to cast spells and so on. TG-Slann Slann - Lore of Life Mystery Rumination Becalming Bane Head Feedback Scroll Banner of Discipline Kill that LVL 4 wizard in turn one with the BH and FdBk Scr combo then decimate the enemy with magic. With lore of life and without CH you trade certainty for versatility, CH gives you a one time chance to avoid the miscast, lore of life gives you multiple chances provided you can get Throne off. Both rely on a 2+ roll. -Eagle
either ethereal, +1 LD and stubborn to bog down a huge unit for the einter game with lore of life or 2+ ward agaisnt shooting, MR3 with any lore you want, jsut stay away from CC