in my own 2k point list I take 5 squads of 8 'zerkers.
The basic rationale behind this is that those 8 berzerkers, even if there's only 4 of them by the time they get there, can take most anything on the charge. I've seen 3 berzerkers rip through a full unit of grey knights on the charge. Therefore, having a unit of anything more then 8 is a total waste. So, what I aim to do with my more plentiful, smaller squads is to get into as many close combats in as many locations as humanly possible. This is especially nasty against Necrons who then can only use the monolith to teleport one squad per turn, but it's also mean against shooty armies (like the IG or Tau) because the more elements of their army that AREN'T shooting, the more you're winning. Furthermore, the only reason in most armies to include more bodies is to make it harder for them to route. Khorne Berzerkers are totally fearless, so that's not a problem.
The only time I would even consider 16 man groups of berzkers would be if you were fighting against something that you think could best you in close combat. That's just about nothing, actually, except perhaps other Khorne armies, and maybe Nurgley armies.
Also, on your berzerkers, ALWAYS give them the following frag grenades, (for dealing with pesky cameleoline guardsmen) furious charge, (it seems as if it was made for Khorne)chainaxes, (laugh as terminators fall into shreds before you) and either a Talismen of Burning Blood on your aspiring champion or mount them in a Rhino, (because you depend on quickly getting into combat, you don't have time to waste moving in 6" incriments) This starts to get expensive, quite quickly but believe me it's very, very worthless. Also as a personal preference, I give my aspiring champions melta bombs, but not power weapons or fists, it's great for psyching out my opponents.
The basic rationale behind this is that those 8 berzerkers, even if there's only 4 of them by the time they get there, can take most anything on the charge. I've seen 3 berzerkers rip through a full unit of grey knights on the charge. Therefore, having a unit of anything more then 8 is a total waste. So, what I aim to do with my more plentiful, smaller squads is to get into as many close combats in as many locations as humanly possible. This is especially nasty against Necrons who then can only use the monolith to teleport one squad per turn, but it's also mean against shooty armies (like the IG or Tau) because the more elements of their army that AREN'T shooting, the more you're winning. Furthermore, the only reason in most armies to include more bodies is to make it harder for them to route. Khorne Berzerkers are totally fearless, so that's not a problem.
The only time I would even consider 16 man groups of berzkers would be if you were fighting against something that you think could best you in close combat. That's just about nothing, actually, except perhaps other Khorne armies, and maybe Nurgley armies.
Also, on your berzerkers, ALWAYS give them the following frag grenades, (for dealing with pesky cameleoline guardsmen) furious charge, (it seems as if it was made for Khorne)chainaxes, (laugh as terminators fall into shreds before you) and either a Talismen of Burning Blood on your aspiring champion or mount them in a Rhino, (because you depend on quickly getting into combat, you don't have time to waste moving in 6" incriments) This starts to get expensive, quite quickly but believe me it's very, very worthless. Also as a personal preference, I give my aspiring champions melta bombs, but not power weapons or fists, it's great for psyching out my opponents.