This is the deck I came up with when trying to build a deck around the new Sith objective: The Killing Cold.
The Killing Cold: This objective set has good control potential, but doesn't fit perfectly with current Sith control decks. Still, it does offer some interesting options. Since I was building the deck around this objective, I started here and looked for what other things I should include with it. The obvious thing is other Hoth cards, though those are in short supply for now. Not quite as obvious though: cards that like to be sacrificed. That ends up being the cool synergy for this deck. In a similar vein, lots and lots of units make for good sacrifice fodder.
Shadows on the Ice: Gives us another Hoth objective, 2 resources, 2 very nice units, 2 potentially back breaking event cards, and a new Fate card that has 3 (!) force icons.
Lord Vader's Command: For bonus points, we can reasonably include all 3 new objective sets for the Dark Side. This set is key. It starts with having 4 units, which is great when trying to flood the board. One of those units is Vader, who will not only give our swarm some added punch, but is also our big guy to commit to the force. There are also a pair of Probe Droids who would love to be sacrificed with Killing Cold. Note that you can sacrifice them with Killing Cold even when there's no damage to remove as it does not target anything (as is in line with the FAQ ruling on Tribal Support being used even when there are no Ewoks in your discard pile).
Corporate Exploitation: Here purely for the sacrifice fodder and the swarm abilities. 5 more units is good They're all 0-cost is also good. They're not the world's fanciest units, but they are bodies.
Imperial Command: Another 2-resource objective, this time with 4 units of its own. Top it off with Orbital Bombardment and you have a great set for pretty much any swarm deck.
Looking for Droids: I had somewhat mixed feelings about including this one. Dark Alliance is usually going to be edge battle material for this deck as it won't have trouble with resource matching most of the time. It's Worse is pretty much always a great card. The real reason it makes the cut though is the 2 Viper Probe Droids. Like their newer counterparts, these guys make great sacrifice targets. Plus, they're one of the few potential sources for blast damage in the deck outside of Orbital Bombardment or Vader.
Almost Made the Cut - Death and Despayre. Purely for the Defense Upgrade, which is sick on your Hoth objectives with Killing Cold out. Sadly, only 2 units is not good enough for this deck so it gets left out. But if Defense Upgrade ever comes back in a more unit heavy set...
I admittedly don't have very many plays in yet with this deck, so most of the strategy is theoretical. Always keep a copy of Killing Cold if you can, as well as at least 1 Imperial objective or Looking for Droids. Also hold on to Shadows on the Ice if you have a Killing Cold. Once the game starts, get down as many units as quickly as you can. You will hopefully be able to stabilize your board position pretty quickly. I know it will feel silly, but feel free to commit some weenies to the Force to swing the Force balance to your side. You should very rarely attack early in the game, but instead focus on making attacks painful for your opponent. Eventually, you'll find either Vader or Orbital Bombardment. When you do, be surgical in your attacks. You'll probably have the units to end the game fairly quickly, but don't leave yourself undefended unless you're sure you'll be ending the game that turn.
You should have a pretty good advantage against any Rebel-based decks. Their vehicles have little in the way of unit damage to whittle away at your swarm, and eventually you'll have too much of a wall for them to attack through. Against Han/Jedi or pure Jedi decks you'll have a little more trouble. You still have a number of tricks up your sleeve though... just play carefully and you can pull it off. Fear will shine in this match-up to help you pull out the Force struggle and accelerate the game.