Agree with Smoke & Swarm; there's no Del. Imm. or Gun Duel in SK.
Further: swarming can be difficult, since moving around is rather tricky in DaE due to the polder hexes. You might try and use your numerical superiority (in both AFV and infantry) for, e.g., enveloping manoeuvres, to try and force the German player to move (and thus endanger) his tanks to counter those. In the scen. 'The Bend in the Road', e.g., I sent 4 squads of infantry through the northeastern grain fields; the Panther tried to move closer to stop them, promptly got Bogged in a polder hex and was shot through its very vulnerable rear by a Sherman.
I've yet to play any DaE, but based on general Panther vs Sherman experience I think it may be best to simply avoid them. Invite them come to you, offer up a Sherman and position yourself for infantry CC or side / rear PIAT attacks. If your opponent is unwilling to take up your offer, use your shermans to displace German infantry and/or as smoke machines using smoke ammunition, the sMs and sDs (the latter are particularly useful). Of course watch out for 'fausts and 'schrecks - it's quite possible for a single German squad to take out two tanks in one DFPh.
I am currently playing through the opening scenario of the DaE campaign game as the British. The tactic that seems to be working so far is to always ensure that there is a building, smoke or plenty of hindrance hexes (preferably all) between my shermans and the panthers. I lost my firefly when I forgot that (d'oh). The surviving shermans are doing an absolute tip top job flinging all manner of smoke (including WP) at those beastly SS squads cowering in the buildings. I have never really used smoke before in ASL, and I must say it makes a huge difference in the attack. Takes the smile of the MMG squad when they are about to be swarmed by tommy and suddenly are have +4 on the IFT roll thanks to the M4 Mobile Smoke Machines lurking three hexes away...
The jerries are now a panther down, thanks to the erstwhile MAJ Mowbray Morris Souper (who is perhaps a distant relative to General Sir Anthony Cecil Hogmanay Melchett). MAJ Souper, from the relative safety of a stone building taunted a nearby panther. Old fritzy let rip with his coax first, promptly rolling a 12. Undeterred, fritzy followed up with a HE round, missing but keeping rate. Amid cries of "is that the best you've got, you square headed sausage gobbler", fritzy lets fly again. And rolls a 12. Schweinhund! And to make matters worse then rolls a 6 to repair. Exit panther stage right. The other panther also rolled a 12 on his 75 in the same game turn, but managed to repair it. And the jerry FO hasn't been able to establish radio contact with his 105mm battery for the last three attempts.
I play both frequently (ASL & ASLSK) and it really is not that big of a game changer to me. You have to rethink your offensive and defensive plans a bit but the lack of some of the "extras" in ASLSK is built in to the scenarios. Just my thoughts.
Apply smoke to cover your approach.
Approach from outside the Panther's TCA and stop for a side or read shot in the adjacent hex.
The Panther has to decide to shoot or hold fire after spinning the TCA and/or go into motion and pop his own smoke.
Send in another Sherman approaching from outside the TCA.
Rinse and repeat.
You'll end up losing one or two Shermans which is what historically happened.
Fora good example and a good overall SK tutorial go to http://www.texas-asl.com then click on downloads. Inside the downloads, click on Starter Kit Tutorial. This contains some great information including some info on killing superior armor. Hope it helps.