I've been studying all of the different battle mechanics that are out there, and there are a lot, but I think I came up with one that hasn't been tried.
During a game players aquire varying amounts ands types of dice. When a conflict begins the apposing sides roll all of there dice (kept seperate from each other by different colors). The highest rolled die on each side is then matched up, then the second, and so on until one of the sides has all of their dice matched up. Any matched up dice that have a lower value than their counterpart are removed from the conflict (with ties both dice stay). The reamaining dice are then rolled again, and the process repeated until only one side has reamaining dice (the leftover dice can be used as a scoring mechanism).
The mechanic can be made more complex by adding modifiers such as rerolling a number of dice, or adding to the value of a die. The victor in a conflict is usually the side with the most dice, and the side who did the best in the first round of the conflict. The only thing I dislike about the mechanic is the sheer number of dice needed (about 15 for each side by games end), but it is fun to be rolling so many different sided dice including the all powerfull d30.
It's important to note that one of the main things, besides different kinds of dice, that set this mechanic apart from Risk is that it is played in multiple rounds. Each die acts as your remaining life and troops, and the mechanic doesn't end until a player has all of their dice eliminated.
I have tested it. The higher sided dice do have the ability to allow a player to dominate, but it only takes one bad roll, and something like a d30 can be eliminated. It creates an interesting choice when players have to decide between 3 d10 or a d30. The 3 d10s will have a higher probablity of a good roll and act as 3 seperate units of life, but the d30 has a much higher potential roll.