Turn 1:
Initiative: IG
Based on Frogbear's comment I would love to try a “clipping assault” but have no idea how to do this. I can move the Infantry Company by 15cm. Presumably I want a firefight, not close combat engagement. With 15cm I can’t really move around the side of the Ork clan, so I will get hit by the bulk of their Overwatch fire. It seems to me that I can either just shoot them (they don’t shoot me), or FF (after they shoot me). Since it was recommended, I will try the FF option.
I move a minimalistic distance forward just to get the rear of the my formation into FF range. Orks fire on OW. Despite my minimal movement pretty much everybody can shoot. 29 shots, 4 hits (on 6, then 4+ due to the buildings), 4 dead (most of them are in the open so no saves). 5 BMs

Now the Orks move in (5cm) and the FF begins. IG kills three Grotz. Orks kill 9 units in a withering hail of fire and hack down the rest. The Orks consolidate another 5cm forward. Not really the result I was expecting…
What did I do wrong? [I think one mistake was that the Orks should not have received 3 BM for the killed Grotz in the FF].
IG retains successfully to get the Sentinels to try another clipping assault on the mob. They successfully avoid the OW fire from the Big Gunz and move just within 15cm of the nearest Ork stand. The Orks move 5cm towards the Sentinels. The Sentinels gun down one Ork stand. The Orks achieve nothing in return. Assault result is 7 (4 rolled + 3) vs 8 (6 rolled + 2) in favour of the Orks. Another loss for the IG but this one I could at least see how it might work (the Infantry Company assault was nowhere near close). A Sentinel gets hacked down and the rest escape.


Time for the Orks to start moving. With a Double order to proceed deeper into the ruined city area and most of the stands go into houses. They blow up a Sentinel along the way.

The IG has a bit of time before the other Ork units come in so the Artillery blasts the Orks in the city. Two Boyz and a Nobz stand are blown apart.

The Orks stall by moving the Stormboyz forward on a Double.

IG doubles forward Rough Rider to match up to the Stormboyz.

The Orks Double the Kult of Speed into the center.

The Regimental HQ Advanced towards the Mob in the city and unleashes hell. Sort of…
Three Grotz get blown up. How does cover work in this case? Most of the models were in cover but the Grotz up front were just out on the street. 
Orks put the Big Gunz back on Overwatch.
Lacking worthier targets, the Leman Russ Company Advances onto the hell and blasts the Orks some more. A lucky roll evaporates 5 stands, including some Nobz.

By a slim margin the Orks Break.
They use their withdrawal move to re-occupy the forward buildings. This feels weird but seems ok under the rules. 
The rest of the Turn belongs to the Orks. The Gun Wagonz double onto the second Objective and blast away at the Regimental HQ.
I am interpreting “Extra Attack (d3)” to mean that each gun gets d3 shots, not 1+d3. Is that correct? Two Chimeras go up in smoke.

Finally the second Mob Marches across the battlefield to threaten the right IG flank with the Blitz Objective.

The Sentinels and Ork Mob rally but the Regimental HQ doesn’t.

At the end of the first turn the Orks seem in a strong position. They have destroyed the Infantry Company, damaged the Sentinels and Regimental HQ, and advanced their forces deep into the IG half. Half of the ‘Uge Mob has died along the way but it is not solidly entrenched around the Objective.
Any comments, rule mistakes or tactical issues?