The game does call missing "dodge." However, "Dodge" will only show up if all members of the attacking unit fail to hit. Otherwise, you'll see some amount of damage that falls in the range min-max/2*min-2*max/ ... /X*min-X*max, where X is the number of figures currently shown as being in the unit.
As a side note, the rolls for individual figures to hit do not appear to be independent, but rather sequential until failure. That is, a three figure unit will make up to three rolls to hit, but will stop at the first roll which produces a miss. Thus, with a 3-figure unit that has a 70% chance to hit a target, you have a 70% chance of doing at least X damage, a ~50% chance of doing at least X+Y damage, and a ~34% chance of doing X+Y+Z damage, where X, Y, and Z are random numbers between the minimum and maximum damages that your unit can deal .
Please note that the above is an assumption about the hit mechanics which appears to fit the observed hit rates, rather than a fact about the manner in which the game determines hits. Regardless, it is almost certain that the game does not use independent rolls for hits with multi-figure units, as a 3-figure unit with a 70% success chance on each roll would then have a 97.3% chance of dealing at least X damage, where X is a random number between the minimum and maximum damage. It is nevertheless possible that the game uses independent hit roles, if the per-attack hit chance is calculated to result in the hit chance listed in the tool-tip (in which case a 70% hit chance for the unit gives about a 33% hit chance per attack); however, since sequential rolls dependent upon the success of the preceding roll is a simpler system, sequential rolls is the system that I would guess that the game uses.