Here are two basic strategies you can beat these nodes easily. Notice that they contradict each other, so choose one.
1. (the one I think is ten times better especially if you're using a TM control team) After each galactic war encounter, not only are your HP, Protection, and cooldowns saved to the next encounter; turn meter is saved too. In usual cases (for example arena), all characters start with 0 TM. However, in battles with multiple encounters (Light&Dark side battles, mod battles, most events, and GW), the TM you end with is saved with your next encounter. For example, if you manage to have Dooku end the second last encounter with 80% TM, he will start the final encounter with 80% TM (basically an extra turn) and stun whoever you want. I liked using this tactics with Nute, BSF, Dooku, and any other decent support. The enemy usually doesn't even get to take a turn.
2. (I hate this one because it gives the enemy the massive TM advantage, but some people says it works) Prepare a trash squad for the last node and throw them in to waste the enemy special abilities. While it might waste enemy specials and possibly make things easier for your main squad, the pre-loaded TM advantage, which I said is extremely important (without it GW won't be possible), is now given to the enemy.