I had two great 500 point games last night versus some friendly opponents.
My list looked something like this:
Kaya
Argus
Warpwolf
Shadowhorn
Sentry Stone
Sentry Stone
Shifting Stone
Druids
Min Bone Grinders
The first game was against a Caine gun mage army which I guess was:
Caine
Gun Mages
Gun Mages
Journeyman
ACGM
Hunter
Hunter
I guess I screwed up things to start with...being a bit eager and ran everything forwards, my manakins should have made forests in better positions to protect my forces and as a result they didn't do much of anything. So in the cygnars first turn other than moving up the gun mages and armouring up caine and caine sniping himself the hunters and the ACGM ended up taking out the argus and the hunters moved back out of range of reprisals with their reserve tanks. Doh.
I forgot to make manakins on one of my sentry stones, the other exploded killing a couple of gun mages with lucky to hit rolls (needed 9's I think).
The druids moved around to the side and devoured a whole unit of gun mages in one hit. This left them exposed however. In the middle I gave kaya 13" range on her attack spell and teleported forwards with the stones, threw a boosted shot at the ACGM needing an 8 or something and missing! I then spirit doored behind my shadowhorn for safety.
The cygnar player was quite peeved at the loss of a whole unit of gun mages in a single strike and moved caine over to that side of the board and elected NOT to use his feat, instead he shot 4 of the 6 of the druids down (including the warder) but importantly burning his focus down to 1. The hunters almost took out the shadowhorns spirit spiral and most of the rest of its life but importantly it still had all aspects up and running. The ACGM used a special ability to shoot past the screening shadowhorn and hit kaya with no fury for 5 damage.
I was a numpty and had not put any fury on the beasts this turn so I had to cut another 6 leaving her almost dead. Caine had left himself close enough for the warpwolf to run across and be in range for the feat, as well as the shadowhorn being able to waltz up to the intervening building terrain and then just jump over next to him.
Kay then ported in, got the critical first hit and just burned fury boosting damage on the knocked down caine, feating until he was dead.
The warpwolf may as well been an argus.
Second game was against Menoth with Kreoss.
I've never played him before so it would be new. The most important thing that I noted was his defence 14 armour 15.
His list was jack heavy with:
Kreoss
Avatar
Fires of salvation
Devout
Devout
Choir
Paladin
The game started with him giving me first turn so again I ran everything forwards, but this time in a tighter bunch. The menoth player had held back on his deployment and was a little to one side. So i had placed my sentry stones together behind a central forest piece of terrain. The menoth player was quite reserved on his next turns not moving to engage. I decided to spend some time building up my mannakins and shifting the stones forwards to be able to move one of the sentry stones forwards agressively in the next turn.
By the time we started to engage I had a rather large scrum of a unit of stealthed countermagic druids, 6 mannakins, 4 bone grinders shifting stones with kaya in the middle an argus out the front and my war beasts flanking on either side.
The Protectorate player had all kinds of upkeeps and spells going on in his jacks and advanced them into a solid wall in front of me with the avatar, the gaze locked in the argus, several druids and a couple of bone grinders.
I responded by teleporting the sentry stone forwards and then making a massive amount of exploding terrain in front of his lines. Counter magicking again and running a couple of mannakins into gaps and into forwards positions to block charges (not sure what kreoss and the jacks could do in terms of this). I also doppler bark the avatar so he can't walk up through the forest and smash the sentry stone. Things are close but the casters are pretty spread. The choir sings no spells.
The menoth player manages to blast a manakin out of the way and charges a devout though a gap in my trees (I focused more trees around the avatar as he was the closest and scariest and left a gap in the middle with a mannakin filling the space. The devout does half life to the argus and misses its next attack. He also shuffles his forces around and makes a big cage around kreoss with his other devout, the choir and a big front line of jacks.
I decide to go for the assassination and openly tell my opponent, Its funny because I move the grinders up into range to harness spirit of the argus when it dies...when he realises my plan its funny how hard he works to NOT kill my argus.
LOL not taking freestrikes or the devout defensive strike. I charge the argus with my mannakin to destroy it (stole some fury from the avatar to boost attack) but the dvout defensive strikes him :( I'm left with the druids charging him to take him out in melee. haha the unit members need 9's to hit him with 3 of them and the warder able to make charges on him. Funnily I get a hit on the first charge and do half of his remaining damage, miss the second and hit and kill on the 3rd, not even needing the warder with his awesome
MAT 6

Anyway kaya goes up to P&S 14. I warp the wolf for speed and run him around the outside up as close as I can go to Kreoss while not engaging the FOS and just in control range for the feat later in the turn. I use the shadowhorns animus on itself walk up to the avatar and BOING! leap straight over him to the side of the choir, he is out of control here because I forgot to warp kaya forwards first...so my idea of throwing the poor choir boy at kreoss couldn't come to fruition. Instead he justs pastes him and makes a gap for kaya to warp in a beat down. Kaya misses her first two attacks, pops her feat and gets the critical on her 3rd attempt. Kreoss is paste with 2 fury to spare.
In both games I only used the warp wolves for the feat, and he would have been just as effective being an argus. The options that the shadowhorn give you in terms of assassination seem to be many. I think that taking a second instead of the wolf would be a great backup option, and also give the points for other juicer options in the list. While I didn't get to use any of the shadowhorns funky stuff I could see his potential for greatness in terms of jumping in, pounding models and then either throwing them away or into other models and out of position, or throwing them back to the rest of your army to eat.
Anyway I was really impressed with them and think that they can only get better as I get more consistent and don't forget to do things in the right order.