The saddest thing is that even if you get pariahs in close combat as they all have warscythes none of their wounds count toward winning combat, so they autmatically lose any combat, and being fearless take all those extra wounds
The fearless part I'm with you on. I've only had bad experiences with Fearless units in CC.
The Warscythe wounds not counting toward winning combat though? This seems like a misinterpretation. Any wound that is unsaved, thus all wounds caused by the warscythes count toward winning the battle. So get a good to hit roll, then an awesome to wound roll and as long as your opponent didn't get the charge and they're not orks, you're set to win that round of CC.
As for Spadge's ideas, you're correct on pretty much all of them.
Though, Necrons do have some close combat options. Flayed ones are more or less useless at this point. They can't hold objectives, don't have fleet, and since 5th ed nerfed Deep Strike, can't move after deep striking.
Wraiths on the other hand are great in packs. Most people don't play them sub-apocalypse because in order to be effective you have to have 2 or 3 full units of 3. This way, they can benefit from WBB if one unit completely drops and this way you just have more of them.
The next CC choice that you seemed to overlook was the lowly but goodly Scarab Swarms. This is something you'll see some Necron players field, The Scarab Lord. They take a Necron Lord w/ Destroyer body and Warscythe and then take as many scarabs as thier points limit will allow (while still taking troops and other necron units as not to Phase Out) and then they just turbo boost their way in to combat. With a 2+/3+ cover save and the ability to be in CC by 2nd turn, its nice. Also, the scarabs have a ridiculous number of attacks and wounds. You'll see this army devour infantry heavy IG lists and Scout heavy SM lists. Possibly Ork lists if you never let them charge and avoid the Waagh. Oooo, and Tau, yummy.
Also, The C'Tan. They love CC. or love to ruin it for others. The Nightbringer is of course a beast, but since 5th Ed. The Deceiver has been getting more spotlight. With his ability to leave CC by choice and thus ruining and enemy's assault phase, being able to make units take frequent leadership tests, regardless of whether they're fearless or not, he's quite fetching nowadays. He's also a good combination with Pariahs. Since Pariahs make units near by have leadership 7 if not already lower, This makes the Deceiver more effective, And the Deceiver has the ability to make it so the enemy has to roll 6s in CC to hit. So even when not directly in CC, The Deceiver buffs it.
Otherwise, yes, the Necrons are generally seen as a shooty army. Once you get in to Apocalypse games though, CC is a thing of beauty.