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Panther PzKpfw V Medium Tank COH2 Ostheer
Panther PzKpfw V
Panther01 CoH2
Panzerkampfwagen V "Panther" Ausf. A
Sd.Kfz. 171
Army Wehrmacht Ostheer
Oberkommando West
Role Heavy Anti-Armor Medium Tank
Unit Cost 490CoH2 Manpower Icon 490
185CoH2 Fuel Icon 185
18CoH2 Population Icon 18
Upkeep per Minute -27CoH2 Manpower Icon −27
Produced By Heavy Panzer Korps
Build Time 60 seconds
Primary armament 7.5 cm KwK 42 L/70
Secondary armament 2x 7.92mm MG 34
Primary armament damage 160
Primary armament penetration 260 (near)
220 (far)
Firing Range 50
Sight Range 35
Health 960Icon Health Small 960
Armor Front: 260
Rear: 90
Max. Speed 6.6m p/s
Abilities (3)
Ability Blitzkrieg COH2 Ostheer
Blitzkrieg Tactics
  • The tank has increased acceleration and speed, and is harder to hit for a short period of time.
  • Requires: Veteran 1
  • Cost: Free

Ability Hold Fire Tanks COH2 Ostheer
Prioritize Vehicles
  • Attacks vehicles freely, but holds fire against infantry and structures unless given an explicit order to fire.
  • Toggle ability

Ability Panzer Tactician COH2 Ostheer
Panzer Tactician
  • Conceals the tank in smoke, allowing it to avoid damage from enemy units.
  • Doctrinal ability
  • Cost: 30CoH2 Munition Icon 30
Upgrades (2)
Upgrade MG42 Pintle COH2 Ostheer
Pintle-mounted MG 42
  • Adds a gunner to the tank's turret-top MG 42 Heavy Machine Gun, making it operable and providing extra firepower against infantry and aircraft.
  • Cost: 50CoH2 Munition Icon 50

Upgrade Spotting Scopes COH2 Ostheer
Spotting Scopes
  • Adds spotting scopes to the vehicle, doubling sight radius when stationary.
  • Doctrinal ability
  • Cost: 30CoH2 Munition Icon 30

Amazing frontal protection and a high velocity 75mm gun make the Panther deadly versus enemy armor.

Effective against all armored vehicles. Weak to infantry anti-tank.


The Panzerkampfwagen V "Panther", was a German medium tank used during the Second World War. First used in 1943 at the Battle of Kursk, it was designed as a direct counter to the Soviet T-34. Equipped with a 7.5cm Kwk 42 (L/70) gun and sloped armor, a first for German tank, making it a formidable foe on the battlefield. The Panther seen in game for the Wehrmacht is the Panther A variant.

Obtaining and Threats[]

The Panther wields similar mobility to that of the Panzer IV, but with increased armor and a more powerful gun with better armor penetration but less effectiveness against infantry, it serves as a hard counter to even the heaviest enemy armor. Whilst the tank has stronger armor, the sides and rear are still vulnerable. Meaning T-34's and other Allied medium tanks can still damage you if they successfully flank your Panther.

Despite it's greater armor, Soviet vehicles such as the SU-85 and T-34/85 remain a large threat on the battlefield. As they can penetrate your frontal armour with relative ease. The same applies for the IS-2 and ISU-152. But they will nearly almost always penetrate the armor and do even more damage. If you see an IS-2 or ISU-152 equipped Soviet commander, be wary of your Panthers, as they will often be targeted.

Most other vehicles will easily fall victim to your Panthers, but some should still be watched for. The American M36 and M10 tank destroyers have good range and relatively good penetration, making them threats to your Panther. A pack of M10's will quickly overwhelm a lone panther and you will most likely lose the tank. The M26 Pershing poses a great threat too, as its 90mm gun will slice into your tank like hot knife through butter. Not to mention the Pershings strong armour preventing much damage being returned, despite it having less health than most heavy tanks. Even M4A3E8 Shermans with their 76mm cannon and low accuracy penalties while moving can be a problem. Some British tanks pose an immediate threat to Panthers: The Sherman Firefly and the Comet. the Firefly is equipped with a 17 pounder gun and the Comet having a high-velocity 77mm gun, they both can penetrate the frontal armour most of the time. The Churchill Mk. VII also has a formidable 75mm gun that performs somewhat worse than the other to mentioned British tanks but still has a good chance to penetrate frontal armour.

Tactics, Strategies and Upgrades[]

The Panther is an excellent tank on its own, being able to handle medium and light tanks with relative ease, but heavier or more advanced tanks pose a greater challenge. Placing Panthers in groups of 2 or 3 are vicious, and can force retreats and kill tanks quickly. The downside to this is that Panthers are expensive, and losing your pack will hurt. If your team has a Tiger on the field, supporting it with Panthers works well, preventing the Tiger from being rushed. If you are short of fuel, but still have relatively good munitions, use infantry to bolster your attacks. Panzer Grenadiers armed with Panzerschreck's are a good choice, as they provide good AT whilst still holding a good infantry role. Better still is you have them pre made and vetted before you roll out your armour. With the right doctrine, the panther is arguably one of the best vehicles to hull down, granting it increased durability and excellent cannon range, rivaling most assault guns and tank destroyers; very deadly when it comes to defending chokepoints.

If you find you cannot support your Panther with infantry, upgrading to have a Pintle mounted MG42 is an effective means of dealing with infantry. However don't expect miracles, blobs will overwhelm a lone MG42 armed Panther and if armed with AT, will likely destroy it.

Overall, the Panther possesses strong armor, firepower and mobility. It can deal with all armored threats if micro managed properly. However, compared to the cheaper Panzer IV medium tank, the Panther is generally more specialized in its anti-armor role and will struggle with Infantry and AT guns. Generally in multiplayer, the Panzer IV is more cost effective in the primary medium tank role so the Panther is often only worth making if the enemy relies mainly on vehicles. Losing your Panther will come at a price too, as it isn't cheap. If you have the proper doctrine, use smoke canisters if necessary; they can often allow the expensive Panther to flee to fight another day.

When taking on heavy tanks and heavy assault guns, multiple panthers or a panther with proper support are recommended.


Ability Blitzkrieg COH2 Ostheer Blitzkrieg Tactics[]

  • Cost 30CoH2 Munition Icon 30 to activate
  • Requires Veteran 1.
  • Cooldown 30 seconds

Tanks employ well-practiced Blitzkrieg tactics, fully utilizing the capacities of their vehicle to execute rapid maneuvers and thereby avoid enemy fire.

Ability Hold Fire Tanks COH2 Ostheer Prioritize Vehicles[]

  • Activation: toggle ability

Attacks vehicles freely, but holds fire against infantry and structures unless given an explicit order to fire.

Ability Panzer Tactician COH2 Ostheer Panzer Tactician[]

The Panzer V is formidable but not invincible. If it is in trouble, popping smoke can often save it from destruction and a setback in resources. Or the Panzer V can use it to cover a retreat for friendly units.


Upgrade MG42 Pintle COH2 Ostheer Pintle-mounted MG 42[]

  • Cost 50CoH2 Munition Icon 50 to upgrade
  • Requires friendly and connected territory
  • Upgrade time: 45 seconds

Assault Gun crew uses the pintle-mounted MG 42 for additional defenses against infantry and aircraft. The pintle machine offers some 1200 rounds per minute of extra protection.

Upgrade Spotting Scopes COH2 Ostheer Spotting Scopes[]

Vehicle commanders apply spotting scopes to improve their targeting capabilities by increasing line of sight. The scopes only work when the vehicle is not moving.

Veterancy []

Only the Oberkommando West, have veterancy 4 and 5 available.

Veterancy1 CoH2 Level 1 Veterancy:
  • Unlocks the 'Blitzkrieg Tactics' ability
Veterancy2 CoH2 Level 2 Veterancy:
  • +10% armor
  • +40% turret rotation speed
Veterancy3 CoH2 Level 3 Veterancy:
  • -30% reload time
  • +20% rotation speed
  • +10% ac/de-celeration
Veterancy4 CoH2 Level 4 Veterancy:
  • -25% weapon scatter.
Veterancy5 CoH2 Level 5 Veterancy:
  • +25% moving accuracy.
  • +7 additional sight range when stationary after 5 seconds delay.