He also had some damn spell that made the knight suck with a reverse armor save. Is there anyway to stop that? It sucks having to lose 85% of the knights that I took (9) with the general.
The only saving grace that some of them were able to pass the ward save due to the hurricanum close by.
I've never heard of that spell. The only spell that sounds remotely familiar is Nurgle's Cloying Quagmire, in which a unit takes an initiative test. If a model fails the test, an armor save is taken, and if the save is passed, the model is removed from play. But this doesn't sound like the same spell. Seriously, where did this come from?
As for the wizard, though the BG model is gorgeous, is he worth his weight? Or is it the intimidation factor? I am assuming that to protect him, he would go with some demigryphs? Then would the demigryphs have to set back so that they can avoid combat? Should I have 2 units of demigryphs? That is the only unit that I brought last game for the first time that seemed to hold anything up.
Any suggestions?
I can't comment on Gelt (since I've never used him), but he seems pretty good. I don't think it's so much the intimidation factor as the +6 to cast, though. Also, he wouldn't need to be in a unit of DGK. He's got an 3++ against shooting attacks and will often have at least a 5++ against spells.
The number of DGK units is based on preference, I dare say. Some people like to run a unit of three. Some like two units of three. Then there are those who take a unit or two of four.