I’m sitting here after 10 tournament games in 2015, and
however many practice games, and I’m coming to the same conclusion repeatedly –
panthers still have a place in a tournament list.
In all those games the Panthers have survived pretty much
intact in every mission – in only one have I lost two, and in 7 all three
infantry, elite tanks – and whilst they are not always star performers they
offer something to the list most other tanks can’t.
still powerful even in the time of jumbos and cat killer – you always have the
chance to survive a shot – especially at long range. Side of 5 also is
effective against fast tanks from Tetrachs to Chaffee’s. Top armour one is
still vulnerable – but so are most tanks…
powerful – against anything lower than FA9 I feel fairly confident when opening
up – even at range. Add to that two MG’s in defensive fire the extra dice
movement is a great combo, I don’t mind woods (still not going there out of
choice!) but it’s a perfect pairing to keep you on the move.
not act in isolation – there are limits to its effectiveness – specifically
assaults – you’re expensive (even RT panthers are not cheap) and you don’t have
schurzen – know your limits – that’s not to say never assault – but just
consider alternatives first.
mentioned TA1 is not bad/not great so having some help with keeping the skies
clear is a big bonus.
on the opposition firstly – if you’re facing your elite enemy tank lists, such
as US or brits, I have a tendency to play one of two ways, either sniper – you
crest a hill fire and then Stormtrooper away, or alternatively area denial –
hold a dominating place on the field, wait for the enemy to roll into range to
shoot you (hi Mr Easy 8) shoot you, then you return fire. Conversely against
tank hoards (like soviet 30+ tank lists) I focus these guys on the cheap light
tanks, smoke the SU’s so you only have a couple of shots incoming, and just
keep firing full RoF as much as you can – in both these case being at long
range is your friend, being hit on a 5+ with effective FA11 means you can take
them in two ways, one is hunting artillery – they can direct fire you, and you
can laugh, you can also get quite close as bazookas and PIAT’s fall off your
front armour. Or very strangely as a mobile reserve – against an infantry
player who has a fast unit to hate as your rear, I’d rather have my panzer 4’s
up front ready to assault, whilst the panthers stop stuarts, universal carriers
easy but potentially this.
|PANZER KAMPFGRUPPE (TRAINED)TANK BATTLEGROUP|
arty, but gives you a ridiculous volume of firepower. So 7 panthers with riders
– I’m tempted to drop one platoon to 2, and get the 2IC, as it gives you more
tanks for an assault – speaking of which tank riders – just to help you hit
really hard in assault – and avoid assaulting woods/buildings!
AA to take out AOP’s and enemy gun teams, 2 recce platoons, and of course Rudel
– if the enemy has no staff team he can not ToT you….