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How to Win Undaunted: Normandy โ€” the combat odds

Undaunted's firefights look swingy, but the dice are exactly solvable. You roll d10s (0โ€“9) and a die succeeds on the defender's total defence value or higher โ€” a 0 always hits. So every attack's odds come down to two numbers: how many dice you roll, and the target's total defence (base + cover + range). Here's the exact math.

The hit matrix: dice vs total defence

Probability the attack hits (at least one die succeeds), by number of dice rolled (your Attack/Suppress value) against the defender's total defence value D. Darker = more likely to hit:

Dice ๏ผผ Defence4567891011
1 die7060504030201010
2 dice9184756451361919
3 dice9794887866492727
4 dice9997948776593434

Total defence D = base defence (counter) + cover (tile) + range (tiles away, ignored by Blast). Values are P(hit) %. D of 10+ is the floor โ€” only the 0 face succeeds, 10% per die.

Every point of defence is worth ~10% per die. Closing one tile of range or stripping one point of cover swings a single-die shot by a full 10 percentage points โ€” position is everything.

Your units, by the numbers

The confirmed attack dice for each combat unit, and their exact hit % against each total defence value:

Unit / action4567891011
Rifleman โ€” Attack 170%60%50%40%30%20%10%10%
Machine Gunner โ€” Attack 291%84%75%64%51%36%19%19%
Sniper โ€” Attack 397%94%88%78%66%49%27%27%
Machine Gunner โ€” Suppress 499%97%94%87%76%59%34%34%

More dice beat high defence. Against a dug-in, distant target a lone Rifleman is a coin-flip at best; a Machine Gunner or Sniper turns the same shot into a strong favourite, because each extra die is another independent roll over the defence value.

What one die does against each defence

The building block: a single die's chance to clear each total defence value (this is why the matrix above looks the way it does):

Total defenceOne die hits
Defence 470%
Defence 560%
Defence 650%
Defence 740%
Defence 830%
Defence 920%
Defence 10+10%
Defence 11+10%

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How we got these numbers

Exact probability, not a simulation. The dice are ordinary d10s (0-9); per the official rulebook a die succeeds on its total-defence value or higher, with 0 always succeeding, so per-die success p = (11-D)/10 for D in 1-9 and 1/10 for D>=10, and an attack of X dice hits with probability 1-(1-p)^X. Quoted from the Osprey rulebook and independently confirmed by the Order of Gamers reference; figures here reproduce the rulebook's own worked examples.

Validation: our formula reproduces the official rulebook's worked examples exactly โ€” 1 die vs defence 6 = 50%, 2 dice vs 8 = 51%, 3 dice vs 9 = 49%, 4 dice vs 10 = 34.39%. Source code lives in our sims/ folder (undaunted_sim.py). Confirmed dice counts: Rifleman Attack 1, Machine Gunner Attack 2 / Suppress 4, Sniper Attack 3. Base-defence values are card inputs (Rifleman 4 and Sniper 6 are confirmed; others vary) โ€” that's why this tool is keyed on total defence D, not unit name. See also the full Undaunted: Normandy entry.

Common questions

How does combat work in Undaunted: Normandy?

You roll a number of ten-sided dice (0โ€“9) equal to your unit's Attack value. A die succeeds if it shows a number equal to or greater than the defender's total defence value, and a 0 always succeeds. If at least one die succeeds, the attack hits and you remove one of the target's cards โ€” extra successes don't add up.

What are the odds of hitting in Undaunted?

It depends only on how many dice you roll and the target's total defence (D = base defence + tile cover + range). A single die hits with probability (11โˆ’D)/10 for D from 1โ€“9. So a lone Rifleman (1 die) against defence 6 hits exactly 50% of the time; the full matrix on this page gives every dice-vs-defence combination. Because a 0 always succeeds, even a hopeless shot keeps a 10%-per-die floor.

How do I improve my attack odds in Undaunted?

Lower the defender's total defence: close the distance (every tile of range adds to D), attack out of cover, and use Blast (mortar) attacks, which ignore the range bonus. And bring more dice โ€” a Machine Gunner (2) or Sniper (3) is dramatically more reliable than a single Rifleman against a well-defended target, because each extra die is another independent chance to clear the defence value.