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In my opinion, the Tower has two main problems: slow troop growth in its home town and equally slow increase in the hero's defense stat. In the first case, it's good if there's a non-native town nearby, from which you can send troops to the sacrificial pit to increase the number of Minotaurs and Beasts. But this doesn't affect the growth of archers, so you could consider leveling up a secondary hero in Leadership - Rally the Troops, who is stationed to guard your capital. But I don't think it's possible to increase the growth of higher-level units from "lizards" to dragons.
As for the second point, this forces you to level up the hero's Defense skill or maximize his Initiative, keeping in mind the fairly rapid growth of the attack stat, because then it's desirable for him to move before the enemy, because with such poor defense, the enemy hero with high Initiative will destroy half of your army before his first turn. So, either you aim to get Keen Mind, which requires 2 unnecessary skills in the Logistics and Education skill lines, or you just hope for the right artifacts. By the way, if you take large-sized random maps, they almost always have a full set of dragon artifacts.
Another interesting question is what magic to take besides Chaos, and whether to take any at all. For example, if you build red dragons in your town, keeping in mind the possibility of casting Vampirism on them with Dark magic, then, as practice shows, there are not always Dark magic spells of the 4th and 5th circles in the Tower's school. If you take Summoning, there's generally nothing interesting there for "long" maps, except maybe Celestial Shield. Learning Light magic spells will also be quite problematic if your enemies don't have human or high elf castles. Of course, you can always consider various Utopias and these spell markets of the 4th and 5th circles, but that depends on luck.
Here's an example on such a map, with only 5 defense so far.