Sorry to necro an old thread but what units are considered good summoning candidates? Is it worth it to save up points to summon some of our bigger units e.g. carnosaurs?
Also, is the EotG really necessary for summoning lists? It's pretty much a 15% chance of getting 14-17 without a Slann and a ~22-25% to get it with a Slann. Seems pretty unreliable for a 220pt unit.
I have been putting some thought into this as my plan is to run a summoning list in my escalation league.
Fairly obviously a summoning army will tend to be a late-game army which needs to control the game and limit damage in the early stages to make the most of its advantages. If you can get to turns 4-5 basically intact with a summoning army the sheer numbers and the ability to summon direct counters to what you are facing should hand you a big advantage. Hopefully that advantage balances out that your Slann has been doing little else all game instead of handing out spell buffs etc. To an extent the underlying question is "are the summoned units a better buff for my army than the spells they replace" with the proviso that spells require dice rolls and so are uncertain while summoning is reliable and cannot be unbound. In general we are giving up spell buffs now for summoned units later.
The same logic applies to the EotG - is the summoning better than zapping opposing key models with mortal wounds?
One of the distinct features of summoning is that it allows us to put things on the table that the opponent could not entirely predict with no time to react to it being there. When we pull this off with summoning it will have more impact on the game.
Shooting units with range 10"+ have immediate impact
Units blocking movement or camping objectives have immediate impact
Combat units might contribute but unless you have a bonus to charge range generally not
Units which do work in the hero or movement phase will not contribute until next turn.
Some of the units which come out of this analysis well are:
Skinks for screening/scoring
Razordons
Salamanders if you have Skink Handlers
Chameleon skinks
Laser Bastiladon
Slightly lesser immediate impact but still not always waiting another turn before useful:
Eternity Warden
Trogladon
Stegadon
Now whether some of those units are desirable anyway will depend on the match-up but it seems to me that those are the ones which might drop down and have an immediate impact. The other consideration is that the really big stuff will need a dedicated list build (with Endless Spells and an extra caster to use them for example) if we want to bring them in before late in the game. A Carnosaur needing 24 points is probably not arriving before turn 3 in a non-dedicated summoning list and not having much impact until turn 4; as much as i would love to summon in a Carno it looks fun rather than effective if it only gets to chomp on turns 4 and 5.
The big difference with summoning from the EotG is that units appear in the Hero phase so they can be buffed and manipulated in various ways. You could for example summon in Ripperdactyls and then use a Stegadon to move them D6 inches - essentially giving them a 3D6 charge range which is far more likely to work.