Shooting is a critical part of most tabletop miniatures wargames, but it is frequently given woefully little consideration by designers who think in narrow terms about the experiences of the soldiers they represent. Players, too, often think purely in terms of "hit" or "miss", without engaging creatively with the imaginative space of the tabletop.

In this episode, I think about what designers can do to more effectively communicate the experience of shooting and range combat, be it with historical, modern or science fiction weapons.