SUMMONING POINTS
Bear in mind that we summon units in increments of 6 Celestial Conjuration points (CCPs) (6-12-18-24), when you are planning summons. (well, then there is the Dread Saurian for 40 SPs)
SLANN
As a General, a “naked” Slann can collect up to 10 CCPs / turn (3 for each unused spell slot, 1 because of the general). Of course, it makes little sense to have a Slann for summoning and not use it as general.
A Slann typically will come with Great Rememberer (double LoSaT) or Vast Intellect (more selection of useful spells). If you intend to collect summining points, Vast Intellect will go unused, so for a summoning tactic it’s better to have a GR Slann, to exploit the superior mobility granted by a double teleport
LORD KROAK
Same as the Slann: with a starting value of 4 spells, he can easily give 13 summoning points each turn. However, you are taking Kroak because of his unique spells, and I cannot imagine someone that doesn’t cast a comet with Kroak. You are paying 450 pts instead of 260 to have those unique spells, so the summoning potential of Kroak will almost never be fully used. Still solid, though.
ASTROLITH BEARER
This guy gives handy bonuses (increase the spells’ range and gives +1 to cast, useful if you need to effectively cast something, and reroll all to hit within 10”), that just by themselves justify the 160 pts cost. Plus, it gives an additional d3 summoning points.
Slann + AB come at 320 pts cost, and it’s the most basic combo.
If you just don’t cast, in your second turn you will have 20 +2d3 summoning points, so on average you should be able to reach the magic level of 24 summoning points by turn 2.
Endless spell: BALEWIND VORTEX.
An exceptionally useful spell, with solid bonuses, that takes your basic combo Slann+AB to a solid 12 + d3 summoning points /turn.
It costs 40 pts, and gives: increased casting range, a +1 to saves for your Slann (a thing you need), AND an additional spell slot.
With BV, at turn 2 you will have your 24 summoning points for sure (and you could even afford the casting of one spell)
Endless Spell: CHRONOMANTIC COGS
It costs 60 pts, and you can choose between 2 effects: an additional spell, OR +2 to move and charge.
The exceptional utility of this spell, is that the bonus to charge is something that could vastly improve the strategy of summoning (or teleporting) + successfully charge, so if a skink casts the Cogs, you can use the cogs one turn to gain additional SPs, and the charge bonus in the following turn (for example, unless you don’t roll poorly with the 2d3 astrolith, you can summon a Carnosaur at turn 2 and try to immediately charge with +2, so it’s a 7+ rerollable with the use of a command point)
A summoning list can work with just Slann + AB, but every summoning list, should at least include one or both Endless Spells… BUT, as said, they comes with a cost. A Slann + AB + both the spells, cost a whopping 520 pts. At 1000 points, it’s half of the army.
ENGINE OF THE GODS
One of our strongest dinos in the 2nd ed., it doesn’t give Summoning Points, but it’s able to directly summon units by itself, and works in combo with the Slann.
‘nuff said, it is almost an autotake if you run a 2000 pts list… or 2-3 of them, if you wanna be really nasty.
_____________________________________________________________________________
A very basic summoning list, will include just a Slann and an Astrolith bearer
In 2 turns, if you totally forego casting, you can collect 20 + 2d3 CCPs. An average chance to summon a Basti or a carnosaur at turn 2.
Those 24 CCPs / turn 2 will be basically 100% sure, if you have at least one of the endless spells that buffs the casting.
Leaving aside the EotG, a heavy summoning list, will include Slann, AB, Vortex, a Starpriest and a Cogs (that will be casted by the skink, to be used by the Slann).
In 2 turns, if you totally forego casting, you can collect up to 29 + 2d3 CCPs.
Now that we know how many CCPs we can collect, lets go to see what we can conjure...