Posted 15 June 2013 - 01:18 AM
They all should have jump jets. Those 3 variants do have jump jets in the board game.
That makes the Quickdraw unique for the heavy classes because it is normal to have jump jets. There are oddball variants of the Raven, Trebuchet, Catapult, and Cataphract that added jump jets, but none of those designs had jets by default. Now we get a heavy that is meant to jump all the time, and all of the variants will have them.
Except the Jump Jets in a 55 ton mech are still only .5 tons, but JJ's go to a full 1 ton for a 60 ton mech. So, if you are a theory crafter min-max type of guy, your running inefficient jump jets and probably will want to rip them out.
So what does that mean for the two seemingly identical 4H and 4G? Well, they're going to have some kind of hardpoint variation between them. That means your custom builds can be more diverse after you start tinkering in the mechlab with them.
For what it is worth the interest my friends have is more for the 5A build, which they're planning on making into a Warhammer-Junior. ER-PPC's in the arms, a medium laser in the side torsos, SRM-4 in the CT, no jump jets, and as many heat sinks as you can carry.