Tunneling? An object completely jumps over/passes through another object because there's too much time between updates and/or it moves too far each update. Though, if you're making a turn based game, I'm not sure where you're having collision issues or needing collisions.
When one unit shoots at another, I have an object the travels in the direction the firing unit is facing. Whatever the projectile collides with is hit. This allows for misses without any random elements, as well as friendly fire amongst other things.
If there is a better way, I am open to it. I currently have the player input x and y coordinates that units travel towards. The face whatever direction they travel, and if you choose to spend your turn having a unit shoot, it shoots in the direction it was last moving. It forces you to be careful how you end your unit, and use your other units to bait enemies into firing lanes.
It is odd though, I just messed around with it a bit. The player's units can hit enemies. However, the enemies cannot hit the player's units. I am reusing the same projectile, and the same code for each. I figure there is probably some kind of setting on one of the units that is causing it not to be hit by the projectile.