*When lower case, he is referring to his weapon. When upper case, he is referring to a group of berserkers.
Readied action -> Attack the first foe that enters his reach. If he hits and deals 10 damage, attempt to trip them via the Knock-Down feat. I'm not sure if the touch attack is strictly necessary, but it's included for completeness. In this case, though, it's irrelevant as he only deals 9 damage.
Readied Attack 1d20+9 : 18 + 9, total 27
Damage 2d4+5 : 3, 1 + 5, total 9
(Note to self: Power Attack would drastically increase the chance for 10 damage. Maybe when we're on initiative I'll remember.)
Note to All:
The Steadfast Boots he is wearing means that any two-handed weapon he wields is considered set against a charge (double damage) even if it could not normally be set. His Hold the Line feat means charging foes
entering his threatened area are subject to attack of opportunities which resolve
before their charge does. While I'm not going to ask you to roll every single AoO that comes up in the game, if it's something that could affect the enemy's action (such as them falling flat on their face while charging), by all means roll it for me to save game time (unless otherwise specified, he will take every AoO chance he gets - max 3/round). As with the readied action, he will also try to make Knock-Down trips if they are eligible.
Finally, I love Combat Reflexes (2 additional AoOs and being able to make them while flat-footed).