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.