I got to play two matches with a friend tonight; since I don't have a lot of practice yet, we decided on 75 points. While setting up, we had a brief conversation about the local metagame (which is, to be fair, limited to three or four players), and the fact that six- and seven-ship TIE swarms are fairly dominant. I picked up the Rebel side, with the intention of proving him wrong.
In both matches, he fielded Vader and Howlrunner, both with Swarm Tactics, and two Academy Pilots. In the first match, I picked up Wedge with an R2 Astromech and Marksman, plus Horton Salm with R2-D2 and an Ion Cannon Turret. Both had Proton Torpedoes.
The first battle report is short: we both maneuvered, Wedge fired his Torpedoes at Howlrunner to absolutely no effect (1 hit and 3 blanks versus 2 evades), and was then destroyed by concentrated fire from Vader and one Academy Pilot. With Salm facing four undamaged Imperial fighters alone, I conceded.
In the second match, I decided to take a three-ship list: Garven Dreis, a Rookie Pilot, and "Dutch" Vander with an Ion Cannon. I made a major maneuvering mistake with the Rookie and ended up on the wrong side of the asteroid field; Garven and Dutch engaged the four TIEs alone for two rounds. They fared better than Wedge and Salm, due to less spectacularly bad rolling, but it merely prolonged the fight: all three Rebels were destroyed without a single Imperial casualty.
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So, if you were me and preparing for matchups against a group of local players who have learned to use TIE swarms to fairly good effect, what would you do differently next time?