It's from the Game Design Angle.
Part 1 - The overall design.
 Its mechanics make players can come back from early lose fights.
 We have a Huge Size of Army in the late game.
 3 different play-style factions.
 The strategic stages are clear and it has obvious objectives to let players to choose their strategy.
 The "Clarity" exists in a lot of dimension.
 There are some remarkable and Reinvention Design from the heritage of Relic.
Part 2 - The "Come Back Mechanics"
 The Shield, Turret and Power Core and their relationship is the point of players can come back. If players can go to attack Power Core directly and then it will limit the conflict zone within the area of main base zone.
 The "Early Rush" strategy does not work at High Level Match in SC2. I mean it's hard to use early rush strategy to win the game in GSL. Those pro-players can deal with early rush and they can only have some small advantage from the success of early rush.
 So, DoW3 makes the "Early Rush strategy" has some better reward than SC2. DoW3 gives players amount of resource and elite point and make their Turret become "Vulnerable".
 DoW3 is not like SC2 and it means the resource number and army number are not most important things in the game. The most important thing is to destroy the Objectives. It means you don't necessary have more army than your opponent, you can by pass them to destroy their power core and if you can defend the attack and then the power core will restore its HP to full with time pass.
 So, players "don't have to surrender". If your opponent is good enough to take the victory and then he will, but if he does not do this and then it means you have the chance to take the victory. The escalation phase does here to help players to come back to the match.
To be continued..........