Varying capture strength by side is clever. I just marked "Want to play".
Thank you. Please let me know how it goes if you do play it.
Have I interpreted the rules correctly that all movement potential is determined randomly and kept static throughout the game? This is an extreme comparison, but an army of all 5s is clearly much better than an army of all 1s by virtue of being a superset. Maybe players should get an equal number of pips to spend on setup. (28 or fewer?)
Yes. Your interpretation is correct.
This is one of the aspects of the game in which I still have more work to do... The idea was to reduce the random nature of the dice by having them used in a fixed value for a period of time, i.e., their random nature influences the game only at the start. From then on, it should be the placement (strategy) and manoeuvring (tactics) that determine the winner. Clearly, there is a potential unbalance from an extreme result such as what you exemplify and the strategic aspect is not sufficiently present.
I've had a couple of suggestions on that aspect but at the moment I haven't really been having much time to, or felt inspired, to approach the game design again. It's simmering for a bit... So any feedback from people playing it will be helpful.
Thanks again for your interest.