I have played it since start december. That is when i could get my hands on enough ships to start up.
So what you do is avoid the firepower of all combined Ties and Howlrunner buff by hindering manoeuvers
I mean yes this all sounds well and good but the imperial player can place 3 asteroids himself (when i play ims i usually place them along one board edge, sometimes even my own board edge because that way i can clear the field in one turn, then i am free to manoeuver). So all you have is 3 asteroids. I suppose you place them somewhere midfield to get a maximum out of them. When i played rebel i tried to make Biggs hang back somewhat behind an asteroid to get an extra defense die. But generally, those asteroids did not block lines or shots enough to save me in the end. I am also aware that Ties cant go as slow as rebel ships, but most of the time, a skilled imperial can get through the field with relative ease without completely breaking formation. It is not a must to have very ship in howlrunners range every turn to win. So this divide and conquer works to some extent but for us it does not make up for the dice advantage imperials have.
Also, what action do you usually take for Ties? Evade i suppose dince to us it has proven the superior skill and outlasting the rebels is a very powerful tactic.