I'm not sure whether it belongs here as it concerns the list used at the EEC which is the 2013 list. I just post here because of the reference to the game between Mike and me.
Two playing a game always remember it differently.
IMHO Mike didn't loose because of bad saves, but because he ignored my Anhilators, because he had pure Monolith units and because one of his Monolith units failed to rally twice in a row.
I concentrated usually the fire of two Anhillator units on a single monolith unit and in the first turn the Anhillators killed one (4*4+,8*5+,4*5+,8*6+ that should have been 7+ hits or nearly 2 Monolith together with 5 LandSpeeder shots on a 6, I got in fact two Monolths, so that’s average.) , in the second I killed three firing one unit sustained - this alone should kill 1.6 - and one unit after move and one after double - should have been close to another 2 - I killed three so that’s average or worse for the Predators, depending on when I lost a Predator.
In the last turn a full unit of Predators plus Hunter did a sustain fire and killed 2 Monoliths which is a bit above average (1.83 kills), but I hit better 8 times (instead of 7.33) and he saved exactly average. This is only number crunching, but it shows, the rolling regarding the Monolith was overall hits and save average,
I consciously placed my Anhillators so I could fire on one unit after move and would be in a position to „sustain fire“ on another unit in the next turn and I didn't fire on the other unit so it wouldn't phase out, getting out of my sights in the process.
Would Mike have had his Obelisks distributed in the Monolith units as I'm used to see. I would just have not been able to score so many hits on the Monoliths. I think I shot at the formation of Obelisks only in the last turn and than only after the Monolith had been destroyed, so the number of shots poured in the Monoliths units would not have differed, but the hits would have been divided between Monoliths and Obelisks. It wouldn't have mattered in which turn a Monolith would have been saved because some of the hits would have been distributed to the Obelisks. In the end most likely one or two more would have survived. At the end of the game I had - if I remember correctly - still 10 of 12 Anhillators left - had Mike attacked them instead of the units I offered as a sacrifice (Land Speeders and Assault Marines), my Fire Power would have been so low, that I wouldn’t had made it.
He held the C'tan and Obelisks back (The Obelisks started in his deployment zone), they didn't really contribute much before last turn, even more important they didn’t draw important firepower probably none at all before last turn - they just weren’t a thread. He was unlucky with the C'Tans save in CC, but at this point it wouldn't have mattered, he would have got the BTS and I would have had to distribute my fire differently, but the result would have been the same in the end, because I out activated him at that time by 5 units (2 flyers, 2 Ari and a Predator formation after he activated his last unit that could reach my half or claim/contest an objective), the Pings from the planes would have been enough to break the C'Tan - more important than that was the fact that twice in a row a unit of Monoliths didn’t rally. On the other hand as far as I remember it, whenever he assaulted one of my units he killed it completely regardless of 4+ save and being SpaceMarines. That just shows how differently we remember games.
I'm sure next time Mike will trounce me, now that he has seen how my army works, but IMHO this time the loss was neither because of some inherent weakness of the Necron army list nor because of over/under average dice rolling. Often Necrons win, because their opponents are unfamiliar with the list, this time the Necron player was unfamiliar with his opponents list.
I'm not sure the Necron army is too hard, but I'm sure it is too frustrating.
It’s not a single special rule that is frustrating it is the amount and how they interact:
I played at least 6 times against Necrons with two different races and of those I won 5 times - admittedly some of the Necron players were not very experienced. Despite the wins I prefer not to play against Necrons, because I always have the feeling that somebody stacked the odds to the advantage of the Necrons and that they should win.
It feels like there was a plan to make them work easily and than everything was made to ensure it will work. Whenever somebody mentioned a possibility to counter the way the army works, the possibility was countermanded.
And I’m sure the lists are not used to their full potential yet. I.e. most players throw their Pylons away. By setting them up in plain sight probably even in the opponents half. Just to get a single TK shot out. But in doing so they often trade a single shot for an activation that is very much needed in the later phases of the game. Especially as a Pylon can be broken, with 2 Pings . I also assume the players will get better handling the phasing out problem, and than it will start to get really difficult. Right now, I think right now the Necrons are more of a psychological problem, because IMHO it’s a pain to play against them, but once somebody really goes for it and will add some clever tactics to the all to obvious paths, it will get ugly.
Regarding Living Metal I agree the EpicUK way is neater, but it’s still annoying
The following is just to flesh the above out. See it as a depiction or see it as whining if you like, but if an army makes you whine, it’s design should also make you wonder.
When you play the first time against Necrons, your opponent will tell you, "beware those are portals, the infantry is coming through them, and the infantry is quite hard".
No problem, so I go and kill the infantry - Not really, you will not see them long enough, they get out a portal and firefight.
No problem, I win the close combat - Not really the way it works is that the Portals move up, ping you, I retain keep in firefight distance, beat you, being better even than your Tacticals having an Inspiring stand and adding the firesupport of the Portals.
No Problem, I will trounce your infantry with my artillery after the CC is over - Not really after the firefight they will regroup through an other portal out of harms way.
No problem, you must put two formations there, reducing your flexibility - Not really, each unit is a portal.
No problem, I will surely inflict some damage and the attrition will wear you down - Probably not, because I get infantry stands back like replenishing shields.
No problem, at least they retain some blast markers - Not likely, they rally on a 1, obviously you can’t get a unit within 30cm of an unit off-board, and they all come with a leader, having fought only one combat - more than 3 Blast Markers are unlikely.
No problem, I shoot the portals - Not really, they have 4+ reinforced save.
No problem, I put my Landspeeders on to them that will be Macro and crossfire - Not really, they ignore Macro.
No problem, so I use the crossfire at least - Not really, they ignore it.
No problem, so I take a Titan Killer - Despite the fact that you don't have one in your army, I would still have a 4+ save against it.
No problem, I send my Termies in - Not really, the Monoliths are Skimmers and have 3 attacks on a five - each.
No problem, I ping them, attack them and kill them by combat result. - Not really, they are fearless.
No problem, I just break them, rendering them useless - Not really, you know, they can still be used as portals and get kind of a free move by getting broken.
No problem, I will loose a unit, but my troops are now in position having broken them, so I kill them next turn. - Not really, they will phase out before and if they rally they will come back in a different place, because they can teleport.
No problem, they will have to rally on a 4, so one or the other might not rally - Might be, but it’s a three, we discussed that before, but at least no Leader.
Put a swear word here -
No problem, I keep my units together and keep some in overwatch - Now it’s time to talk about the Orb

Let’s just start - Go ahead, I only have the Orb to set up, everything else teleports in.
And we haven’t covered crits that are potentially better for the enemy than the unit hit, or ignoring multiple wounds, or 90 cm AA4+, TK combined with 120cmMW4+, TK(D3), getting +1 on Marshall actions.
After an introduction like this there is most likely not much enthusiasm left.