Turn 4
Reserves bring in the Gretchin but still no Kommandos

Grotzooka kans and Dread approach to try to engage the suits and hammerhead. The slugga boyz branch out to try to mop up some more of the side. On the other side it is looking a bit bleak for Mad Dok on his lonesome.
Lootas shoot and drop the Sniper team by the Mad Dok.
In assault the Rokkit kans kill the 12 man fire warrior team, the slugga boyz (what is left of them) engage and take down the 6 man fire warrior squad. Mad Dok kills another 6 man fire warrior squad.
In the Tau shooting they fire the crisis suits and hammerhead all the weapons at him but he makes a considerable amount of saves but takes his second wound leaving him with one wound. On the other side tau shooting kills a slugga boy and one of the rokkit kans.
The tau get desperate and assault the suits into the Mad Dok who promptly kills them. The deff kopta finally kills the last pathfinder. The Mad Dok consolidates toward the hammerhead. His broadside shoots into my rokkit kans locking them in combat but loosing the two drones in exchance for a DCCW. The combat stays locked.
Turn 5
Kommandos come in behind the command squad.
In assaults the Kommandos lose 2 boyz while they kill the other body guard suit. His commander makes an impressive amount of saves. They stay locked in combat. The slugga boyz charge the sniper team in the tower wiping them out. The dread and the Mad Dok charge the hammerhead. The dread wrecks it.
The continued combat between the broadside and rokkit kans leads no where.
The tau are all stuck in assault. The commander and kommandos change blows killing one kommando and landing a wound on the commander. The kans and broadside continue with no success.
He rolls for another turn but it ends. Orks have slugga boyz; gretchin, deff dread, shoota boyz all remaining so therefore have a troops choice alive at the end (actually 4 troops choices)
Command / kommando combat

Mad Dok and deff dread (he still has all his arms and didn't take any damage I just haven't magnatized him like I did my other one yet)

The shoota boyz advancing

Final thoughts:
What a great opponent and a great game. Janner played the game very well. The main thing that we both agreed kinda worked more against him then in his favor was the fact that the orks started closer which meant he had a turn or two less shooting at them. The fact that the rest of the army was in reserve meant that I had my army coming in piece meal.
What worked in my favor:
-Mad Dok he was like a ravid pitbull and putting him in the center of the board was like saying go get em boy...
-putting some very hard to kill targets on the board early on which would almost guarantee them reaching and getting into assault. This I figured would atleast distract and if nothing else soften up my opponent by removing some of his shooting power. They were a bit more effective than that.
-rokkit kan shooting all i gotta say is WOW.
What worked against me:
-kommandos not coming in til turn 5
-not being able to start the lootas on the field Luckily they came in on turn 2 which meant that they only lost 2 turns of shooting but still two less turns of shooting did suck.
-my grotzooka kans never got a chance to do anything neither did my shoota boyz.
-my massive amount of boyz being so close together so often his rail gun firing in large blast always took out several boyz when it did fire the blast.
My not so sures:
At some point in the game i knew i would have to make some serious decissions.
1.) send the deff kopta after the hammerhead or the pathfinders??? I saw the benefit either way but when that hammerhead kept putting down the shots I was questioning if I made the right choice.
2.) to split my kill box army or to keep them together? spliting them meant that I lost KFF cover for the ard boyz and the deff dread but it meant I had a threat that could possibly engage both flanks (though very thin) Luckily that worked in my favor. I felt the more damage I did and the quicker I did it even if I lost everything in the kill box which was what I was planning then maybe some of my reserves troops would still live.
MVP's
Mad Dok for assault and the Rokkit kans for shooting on the ork side.
The Commander and the Broadside on his side. Both whethered a lot of abuse but still stuck it out in assaults. Shooting I would probably have to give it to the Hammerhead.. everyturn it seemed to do quite a bit of damage.
Well good luck to all in the campaign and hope to read a few more reports.