There's no single strategy, as map makes a huge difference. Chargers own TC Flounder Heights because you literally spend most of the ride right in front of a well-defended enemy sniping spot that can also cover flankers as they climb the wall onto the middle high-rise. A seven year old with a mild concussion could clear your team off the tower if they have an E-Liter or Splat Charger. On that map, a charger is a great choice because players literally have nowhere to go: they have to come straight towards you and pass right in front of you. All the team needs is a mediocre sniper and one good flanker to harass anyone who might try to use the middle buildings to snipe back.
Chargers have a tougher time on maps like Museo because the sniping points are riskier and less useful compared to other maps. It's very easy for enemies to drop a bomb in your lap or for rollers/brushes to climb up on your turntable and slap the taste so far out of your mouth you never get it back. On a map like that, mobility is better offensively and defensively than camping, and weapons that accent this do better in my experience.
So you really have to know the map more than anything else even though the tower has a fixed route. Some maps favor digging in and fighting enemies off while other maps favor mobility. You won't used the same strategy against an entrenched charger that you would on a roving pair of brushes waiting to draw a mustache of death on your face. Based on your weapons and play style, I think you'd do well as a tower escort. Gals eat Chargers for lunch, so you should certainly be on sniper patrol when you're playing maps that favor chargers. On more open maps, figure out which route the enemy likes to approach from and find a good spot to harass them from. Always try to draw their attention away from your tower: if they're coming after you, they aren't going after the tower riders. Too many times, people try to force a kill when just need to distract the enemy. A kill is very satisfying, but sometimes it's better to make the enemy split their focus between you and the tower. Killing them will give them a chance to assess what's going on and react accordingly. Keeping them on their back foot and making them struggle to keep up can make them play worse, set them up for a kill, or make them run away to catch their breath. Also, forcing a kill can end up in a trade or you getting killed. In that case, the tower has one less escort and the enemy knows they don't have to worry about you for a little while.
Defensively, you should know the best places for you to ambush the tower but also keep in mind that the enemy might know this as well. Harass the tower as much as you can, but I usually wait for my teammates to actually attack the tower. You're going to lose people and a group increases the odds of one of your guys surviving and retaking the tower. If you're the only one left and the enemy is cleared off the tower, I usually wait until my teammates jump to me before getting on. If you hop on right away, anyone jumping to you will land on a very small space that the entire enemy team will be shooting at. That usually doesn't work out well in my experience, but YMMV. Of course you'll want to take control of the tower if you think someone from the enemy team is about to.
Just my thoughts, for what they're worth. Never underestimate the power of mind games, misdirection, and harassing your opponents. Playing aggressively is very useful in TC, but chasing kills won't necessarily help your team. Remember, your objective is to get the tower to the goal zone. As an escort or aggressive player, your own personal goal should be to make the other team more worried about what you're doing than attacking the tower.