I'm not sure which game you are trying to implement, but it does sound interesting. It's really hard to come up with a good answer when we know nothing about the branching factor of any of the nodes, or how the game proceeds. I think this is really depending on your game.
I've tried different pruning methods in the game of backgammon, and based on this experience I really think the result of your search algorithm depends on how much the chance node influence the game expectation compared to how much the min and max nodes changes the expectation.
If the chance node can change the expectation of the game drastically (high variance for each dice roll) but the five-six moves to choose among does not change the situation much, then I don't think you should worry to much.
However if it is the opposite, the chance nodes are basically just driving the game forward without influencing the game result expectation, and the game moves (or actions) really is important, I think you can gain a lot on getting a good search algorithm.
Check also *-minimax algorithm. (Bruce Ballard 1983)
The same things applies for Expectiminimax and *-minimax as normal minimax. Try the assumed best moves first (from some heuristics) to create cutoffs, but you should also try to heuristic order the chance outcomes in the chance nodes.
This is actually really interesting when you start testing this, but the only way to get good answers is to get you fingers dirty and try it out.
Good luck!