Problem with that Ruck is the damage from the first battle will carry over to the second fight. So I suggest that we do all the steps after a battle. This includes the Renown, but Renown does not take effect until the next 'Turn'. So you would add up all the renown from the first and second battle...make your changes, then do your appeals, refits, and reinforcements.
This way you can repair between battles but not add ships to the rooster. This way your first battle will still have an effect on the second one, just not as large as one, unless you were butchered.
Another option is this.
Roll for initative at the begining of the turn. The two that win get to pick their opponent. In this case if the one who wins wants to attack the next person in the initiative, then they fight and it goes to the next person in line to pick an opponent.
So example...
Player A, B,C,D Roll initiative.
Player C wins, next is B, then D, and finally A.
Player C wants to attack player B. So then that leaves Player D to attack Player A.
Next round the winners of initiative are Player A, C,B,D.
Player A picks Player D to attack, and that leaves player C to attack player B.
This way might be more difficult due to the map however, if the players do not have a warp path to each other. Now this eases up if Dale plays Eldar cause he wont be held to that.