Now is the difficult part, advancing into the blown bridge hex and then repairing the bridge so that your motorized elements can get moving. The terrain is so difficult (evergreen forests, steep embarkments, rocky gorges, etc.) that it will take most of any units movement allowance to enter. In this case, the bridge unit can go, but no other unit can (usually you can get at least one other foot unit in there, but sometimes not). And the bridge unit expends it's entire movement allowance (in this case) to enter the hex. It will have to wait until next turn to repair the bridge (as noted by the asterisk* in its' unit name, it can repair a bridge). In some cases a bridge unit will have 1 movement point left after entering the hex, allowing the bridge to be built (lucky you if this happens!).
This is tough and it sucks, but it's done this way on purpose. The scenario has half day turns, and in some cases it took the Germans several days to get a good bridge in place, one strong enough to allow all the heavy equipment and tanks to cross. Note that you can still move foot units across river hexes if they are aided by other units with 'ferry' capacity. So the assaults can move forward, just without the motorized elements until a good bridge is in place.
Cheers!
