We got through French turn 7 Monday and he failed to roll the end of the day, so on to my (German) turn 7. I have finished enough bridges (even one extra) to not worry about ammo shortage on the last day. I continue to push his infantry back into an ever shrinking area of the woods in the K52-K53 area. Steve seems to be struggling in how to employ his tanks and the wagons slowly dragging up his 47L AT guns. At night these things are SLOOOOOOW.
In my opinion, he brought his tanks too far forward and I've been able to kill one with a FT, two with CC and another was just STUN'd (which = recall for these tanks.) He is now pulling them back, but failed on an ESB roll and another is Immobilized where I can get to it in CC this turn. The Germans have created a ton of hero's, I think I have four on the board right now, including two in one hex (a nasty trick he's pulled on me a few times in the past.)
I should just about completely kick him out of the woods in the south west corner of the board this turn; i have a lot of infantry stacks up here (including two stacks that approach 36FP). He feels that all is lost and is taking this week to think about whether the French can/should continue.
Some of the things I've learned about this CG as the Germans: 1) Read, Read again and then Re-read the bridge construction/pontoon moving rules, we've made several mistakes with these (that of course screwed the Germans!!!!!), 2) be careful with the bombardment so you don't clog up the direction you want to go with rubble, makes the end game more difficult slaloming through rubble and blocked roads, 3) buy 81* Mortars early and often for pounding the tree line/smoke and 4) boats are easy to kill when beached, load your troops and get them into the water in the advance phase, NEVER EVER enter them in the movement phase unless you want guys to die.