If you haven't read the rules, it's best not to draw conclusions about them - such as WLG is "jumping on the Ronin bandwagon" or "porting elements of Bolt Action."
First, there is no "Ronin bandwagon." Ronin was published in 2013 and that was that. It's a neat game but it didn't take the miniatures gaming world by storm or anything.
Second, I guess the Bolt Action reference you are making is semi-random activation. ToH and
BA are actually totally different.
For those who don't know, every unit in your
BA army contributes an "order die" to a pool along with your opponent's order dice. Dice are randomly drawn from the pool. If one of player A's dice are drawn, player A gets to activate a unit. This means player A can activate units back-to-back. Each unit is only activated once, generally.
In ToH, there are two kinds of units - samurai and commoners. Each unit has a stat describing the number of actions they may take in a turn. The unit contributes that many tokens of the respective type to the pool. So for example, a unit of Ashigaru spearmen contributes three commoner action tokens to the pool. During the turn, the players take turns drawing tokens and may activate a unit of the type corresponding to the drawn token up to their action stat number. So I could theoretically activate that Ashigaru spearman unit up to three times during a single turn - but I won't be activating any of my units back-to-back, as in
BA.
Additionally, three Fate tokens also go into the pool. Once the third fate token is drawn, the turn ends and all the tokens (less any removed because of casualties) go back into the bad. The player who drew the third Fate token gets to draw first action token in the new turn. So not only is activation threaded - unlike
BA - but the ToH activation mechanic also accounts for initiative. This is not a "port" from
BA at all; it has a lot more in common with, for example, the card-based activation system in Sharpe Practice by TooFatLardies.