So I got around this by
(A) Distributing an X and Y Cordite to each tile instance i created, i.e coordinate 0,0 is the first piece, (I used triangular pieces and placed them by hand because I'm not great at arrays, but it was really simple, just make them then select the row and column and change all the instances of that instance variable X or Y cord. I kind of enjoy this way because I can easily replace the underlying tile with a different shape and make Risk-esque type maps.) Then use this example to call arrays scirra.com/tutorials/630/building-a-basic-board-game-board-tokens-and-moving-them
(B) Moving the piece to the coordinate of the projectiles end, I believe I used the Snap to Add on (you can also just move the object to at a speed (i.e ranged attacks), then simple call up the coordinates by either the tiles X/Y of the piece the player clicked on or the AI wants to go to. I use ghost pieces for selection but you could independently call the tiles each time
(C) Then make that piece check what it is overlapping and set it's (instance variables) CurX, CurY to the current cells (also independently stored from the array) then set the explosion on that tile once it hits. Or whatever I use it primarily for movement, but it does work for animations.
Here is my example from when I first did Enemy Movement, it should be the most simple example
drive.google.com/file/d/0Bz7FEsAe5hXcWEp0LWVfODFab00/view
If anybody sees any problems let me know on my drive (I think you can post anon on my drive to.), I may have them fixed in a later version but let me know this should be pretty self contained at this point.