**Not anymore**

Grotts used to be able to outshoot boyz, but that was before shoota boyz became 6 points a piece. Shoota boyz have 2 shots, regardless if they move or not. Gretchin get 1, and their range is 6in shorter.

A shoota boy has a 2/3 chance of getting a hit, and against MEQs, a 1/3 chance of getting a wound, and a 1/9 chance of getting a kill. That means, if you have a squad of 18 shoota boyz, you would get 2 kills.

Grotts, if they're even in range have a 1/2 chance of getting a hit, a 1/6 chance of getting a wound, and a 1/18 chance of getting a kill. If you have a squad of 27 grotts (counting the 2 mandatory runtherds, this is an equivalent amount of points to the shoota boyz) you get 1.5 kills.

To make it worse, the Grotts have worse range on their guns, don't gain the fearlessness bonuses to leadership (although you can sacrifice guys for re-rolls to leadership checks), and don't get the waugggghhhh bonus to movement. They're inferior to shoota boyz in every way.

What's the point then? If you're playing an 'elite' or 'fast attack' heavy army, they're a way to fill a troop slot for 40 points. Also, the main purpose of grotts is to stand in front, to absorb the first wave of hits from the enemy. This is especially effective against other assault armies, who will hit the grotts first, slaughter them, but allow the boyz behind them (hopefully at least 7in behind) to counter-assault the following turn.

The runtherd can help in CC, but grotts in CC are dead anyway, so I'd take 1 runtherd and 16 grotts for 58 points. That way, you've got a completely disposable front line troop, in case you're fighting another assault army, or just to shield you for the first turn, if you're playing against a long range shooty army.

Just don't them to actually gun anything down. That's what shoota boyz are for.