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Larger models can get attacked by more models at the same time so you aren't incorrect, but Demigryphs and horse mounts aren't all that different in size and cav shouldn't really be stuck-in getting attacked on all sides for an extended period of time.
So to define effective you'd need to first decide what effect you want from them.
What do you mean by that? Demigryph knights are faster and hit harder, so would be technically better at sniping artillery. Of course, you're right that if that's the only thing you want them for, plain Reiksguard would be a much better value for money and faster to recruit, so there's no need for Demigryphs.
If you like combined arms they can be great for protecting the flanks but would not really recommend making a demi focused army unless you have money to burn and want to have fun with it.
Some empire players seem to like reiksgard & blazing sun but i don’t ever recruit them. I don’t even construct the buildings. They are just too slow and take too much damage on withdrawal from charges. Plus Blazing Sun are stupid high cost for being so slow and such a niche unit.
I might recruit some Knights of Everlasting Light to fight vampires but don’t find much use for them otherwise. And even then, usually only if I have a banner or two handy to speed them up.
I just tested it, and they're nearly identical in their artillery clearing performance, demigryph get there faster, but take a tad longer to clear them because of the model count (I think they overhit). Both lost about 5% of the unit getting there.
However my point was (badly made) that both are a bad choice for the job as the better choice would probably be outriders. This was an example though to point out that we need to assign the purpose of the unit to determine its effectiveness. If we're rear charging infantry to get them to break then the fear factor is important (but also the model count and charge bonus) vs if we're using them as anti-cav or front charging black orcs.
For ranged its very clear.
More models, more shots fired -> more dmg.
For melees its a bit different.
A normal fight between two melee infantry units won't have most units in active combat, its probably close to 1/3 of your models that fight.
That changes if attacked by large units as those normally penetrate the line and allow the melee inf to surround them. Flanking/rear hits remove a huge part of MD.
Monsterous inf/cav or regular cav get affected the most by it if fighting regular inf.
SEs get surrounded by any non SEs, but SEMs usually got large splash and even larger knockback, allowing only a small amout of melee inf to fight back.
After battle all non SE models get back to 100%hp.
So the result heavily depends on what and how you charge.
Also inportant to note, units with lots of models profit more from fixed number buffs over % buffs, that is if they can bring their numbers to bear.
Like charging cav penetrating infantry.
The 45 reiksguard get more boost out of their 62 charge boost (simplified 45x62 bonus dmg on strike 1) compared to the 24x60 of regular demis.
Both profit highly from the MA buff from charge.