Without objectives Player 2 is at a disadvantage. The First Player has first activation and with an activation vantage the second player has to be good to win. You could let the more experienced player go Second Player to give new players a chance?
Yeah I'm with striker on this one, Objectives are really what level the playing field for Rebels. Without it, all an imperial has to do is box he rebel fleet into a ISD front arc. The closest I've come to winning a game as rebels was with an Akbar Home One, broadside parade and a CR-90 scooping up objectives. (still loss, due to activation order)
And then the put a new FAQ out. Turbolaser Reroute Circuit, Rhymer, Rieekan, Bomber Command Center have been changed. Demolisher got sanded a bit (can't use it's shoot after engine techs, only after base movement) and the biggest change, no commanders on Flotilla's. Which is awesome.
I'm also a big Armada fan - my local game group enjoys it very much. I myself have fount the articles on the "cannotgetyourshipout" blog to be very fun and informative, and has added a lot of depth to how my group and I play the game.
Those guys are great. I like crabbok too, as he tends to play with theme builds (ie Voltron where 2 Peltas play like 1 ISD). I've begun to only play in a format I outlined on reddit, essentially it's: 3'x3', no commander, 1 or 2 command ships. I'm trying to create an Armada skirmish game where ships that are not strong enough for the full sized game can get some good run. So far the only problem, outside of objectives, is a zombie Interdictor.