It is actually a sand-box environment for a design featuring novel mechanics (for that time), such as chit-pull activation, fog of war, fire zones, concentrated fire, and a combat system that unifies "to-hit" with damage. There are a few historically-based scenarios but players are encouraged to experiment with the DIY system provided in the rules for three generic types of encounters: meeting engagement, set-piece battle, and escalating attack.

Legacy: GTS and CSS

Panzer Command (PC) forms the basis for the Grand Tactical Series (Multiman) AND the Company Scale System (Compass). Most of these newer games are much larger than PC (i.e. multi-map) and typically cost well over $100. This is due to the higher-resolution of company scale, requiring more units and more map area for anything more than one division per side. Tinian is a one-map game, but the situation is so lopsided it should be subtitled Speed Bump in the Marianas.

So for those who just want to play-test the system, PC is relatively easy to find (for a 1984 publication date) and provides an entry point with a smaller footprint.

Download PzrCmd VASSAL module.

The module is just board and counters - you will need your own copy of the rules and tables. It focuses on the game as published - unlike the module on vassalengine with its multiple extensions for various maps and units.

The map image has had all the hex numbering and center dots removed. There is a long-standing covention (started at SPI?) that a hex-map wargame must include hex numbers in every hex, and a center dot in any game with LOS rules. But these add a layer of visual clutter which is quite noticeable once removed. Hex numbers and dots are redundant in VASSAL, with its mouse-over info and line-of-sight thread components. 

The counters are VASSAL game-piece images displaying NATO symbols. Unit factors are arranged on the pieces as in the printed game. Cohesion hits are marked in a game-piece layer. Suppression, improved position, and entrenchment have separate chits.

Tracked vehicles in the module are shown with a movement factor in red on a white background - instead of the printed game's parenthesized black numbers.

Unit ID is set in a dynamic property as a one-letter designation. Each unit in a regiment is assigned a different letter. Some "look-alike" letters are not available to avoid confusion when the map is zoomed out (I, J, O, Q, U, V). Unit ID is used for assigning each regiment's HQ, and for designating targets of concentrated fire.

The module accommodates the game's fog of war features by providing each player with a Private Window - a vassalized version of the Track Displays included with the game. Here you can manage your available segment chits, command points, and headquarters (unit assignment IDs and command factors).