Akar wrote: To summarize here though,
MSS are usually played incorrectly, and this gives the impression that they're
OP, when really they're not all that great.
1) As stated, try to pick them out. This is not easy to do on an Overlord in a unit with a 2+ or 3i save.
LoS, while better than a normal unit, is once again restricted to 6", so if you have the firepower you can even single him out. Court Lords only have 1 Wound and
LoS on a 4+, so they're significantly easier to pick out. Be aware though, that some Necron players will place the downed model directly in the path if they make their
RP roll, there isn't much you can do about this, which is why this is a risky maneuver.
2) In the Movement phase, try to position your models so that the closest model in the unit you intend to assault with so that the closest 1-2 models are not in line with the
MSS model. While difficult, you can actually move your models to block other models from making base contact with the
MSS model on the charge. If there are no models in base contact, then there are no models eligible to be hit by
MSS (More on this in a bit). Some clever Necron players will think they're being smart by placing the unit in a wedge formation, making it difficult for you to charge anything but the
MSS. If this is the case, refer to Tip 1, since he has just made it easier for you to single him out.
3) If you can't avoid making base contact with the
MSS, then put as many average joes in base contact with him as possible. It's random who the
MSS targets, and if it's some guy with a combat knife instead of the Power weapon, then you're good to go.
4) Challenges (a). As
juraigamer pointed out.
MSS and Challenges occur at the same time. On
pg. 17 under 'Sequencing' you'll find the rule on how to deal with this.
AS the controlling player, on the turn you charge, Always, always, ALWAYS, ask your opponent if he has
MSS, then inform him that he MUST use them first, even if there is nothing in base contact with the
MSS. You're being a good sport, and following the rules by allowing him the opportunity during your turn to use his piece of kit. If he says something like 'no Im going to wait until challenges', then show him
pg. 17 and move on to challenges. When it happens against me, I just assume that the
MSS doesn't work on the turn I get charged. It saves the debate, and speeds the game along. Not all Necron players are this honest, so don't trust em.
5) Challenges (b). This is easier to pull off if you have large units, and is a decent tactic to use in some situations regardless of
MSS. Models that aren't 'engaged' can't accept or issue challenges. So if the
MSS is far away, or more than likely you hang your Champ/Char in the back of the charge you can bypass the challenges. They still happen, there are just no models eligible to use the rules. The trick is placing them somewhere where they will become 'engaged' when they pile-in.
* After all that, all you need to do is wipe the unit on the turn you charge. There is a myth that Necrons suck in
CC, so don't think you're going to steam roll them by throwing any assault unit in there, you need to actually hit them hard. They are LD10, so you need to WIN combat by 3 to put him on his toes. Even Warriors are WS4/S4/T4. I2 doesn't make any difference if you can't down them before he gets to swing back. I can't tell you the number of times my opponent has smiled when he downs 3-5 Warriors, and then acts as if the remaining 12-16 aren't going to close that gap, and the odd Warscythe pushes me into a win. If Necrons lose combat by 1 or 2, then we're doing just fine. If you don't get them to break, after all of these tips, then you deserve to deal with
MSS in the following rounds.
6) If you are forced into multiple rounds with
MSS, then try at every chance you get, to get as many models in base contact with the
MSS, even if in a challenge. The Necron player will be doing what he can to keep your guys out, but you get to pile-in first on your turn, so don't forget that.
That said,
MSS are still fantastic! I pretty much only limit them to units I intend to be assaulting with, like Phaerons,
DLords, or Royal Courts kit'd out for
CC. With all of these ways to get around them, they're too pricey for me to be used defensively, since each one would get me 1 more Warrior.