I should elaborate:
Step 1: move 1 zone after being attacked.
Step 2: the next round, move 1 zone before being attacked.
Step 3: repeat.
By doing this, you can put 2 zones distance between yourself and your attacker half of the time. This gives you both your actions, while costing the attacker a double move every 2nd round.
The Full Action requirement on summoning limits it to every 2nd round, in this example. Which means a 1 turn delay in summoning, half the time.
There are lots of other things you can do with movement, too: consider the rush. An agro mage could double move on the 1st round and still summon a big nasty (e.g. Cervere) with the starting mana, instead of waiting till round 2. This would let the attacker hit on round 2 instead of 3, which would be a dramatic improvement.