In my experience, many unit-based wargames utilise a "wheel" mechanism for turns as this reflects real-life military drill. Rules writers love "realism"!
The wheel rotates around the front corner of the unit. However the problem with this is that suddenly you start to work in arcs rather than lines. Certainly it allows you more manoeuvrability as you can do a series of micro-wheels. However measuring the traversed distance is more complex. One of the biggest areas of disagreement in WHFB was around the turn mechanism and multiple micro-wheels was the major contributors.
For KoW, Alessio has simplified the whole process by removing wheels. There are two key rules:
- Single pivot (unless special circumstances - see below)
- Pivot limited to 90 degrees
The pivot is different because of its rotation point. Instead of following "drill" the unit rotates around its centre point. This is an abstraction but it works in a gaming sense. It requires no measurement so there is no potential for disagreement. This coupled with the two rules above makes movement very black and white and allows a focus on application rather than micro-measurement.
When special circumstances are introduced - Nimble and Charging - the basic building blocks allow no ambiguity so again the mechanism is eloquent.
This allows KoW to be far faster to play than a lot of games and also conducive to timed games. It is something that doesn't get remarked on much but is a key point of difference from most games and enhances playability.