I love berserker type units, usually the best way to use them is as a reserve, hidden behing other units.
This way your opponent won't have line of sight to them so they will be safe from shooting while you advance.
Later, depending on the situation you can eitheir move them to the sides or even move across the unit that served as a screen to prepare a charge (by then you might be exposed to some shooting, but only for one turn at best), or you can wait for your screen or another unit in your first line to die and then charge in the hole that it left in your line, usually inflicting a ton of hurt on the killer.
About the extra nerve, yes it can make the difference, and make putting a regiment in the front lines more viable when not facing too much shooting (especially if you have other priority targets). Also, the additionnal nerve (not all berserkers get it, most only get fearless) means that you are a good counter to monsters and heroes with only a few powerful attacks, as their usually high CS or TC is mostly wasted on the already low def of the berserkers, while the nerve is the main counter to their relative low number of attacks.
Add some bane chant if possible to your own high number of attack (and/or maybe the brew of strength) and you can devastate almost anything.
Of course, badly used or deployed a berserker unit might itself killed too easily or waste most of the game with nothing to charge (for example if you deploy one behind a large horde that survive the game and wait too long to move elsewhere, you won't achieve much)
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