Ok we can open the corridor, what to do next? The embedded picture shows Totenkopf and 7 Panzer options. There are IMPORTANT points to note here. The herding lesson with Ershovo - applies again here. This plan is not without risks.
First of all, the option is always if things go wrong is that all 1st Panzer Army units, like Totenkopf and 7 Pz, can retreat back with the rest of 1st Panzer group. One problem is that an Italian airbase that will act as a decoy for interdicting Soviet bombers will be a sacrifice. The Germans accept wherever hex they get routed to on turn 66. So worst comes to worst there is still a retreat back option for the rest of the units.
The plan depends on Totenkopf driving through to meet 2nd and 3rd Panzer armies. This means making the widest possible arc to flip the maximum hexes while re-routing units such as the routed unit at 150,67. (See my previous posts on the devastation caused not only during the German turn but the accumulative casualties during the Soviet logistics phase.) There the airbases at 149,63 that because of the previous intense combat on turn 64, will result in more Soviet losses. The plan also requires detailed coordination for the Totenkopf division to cross the Volga and meet 2nd and 3rd Panzer armies at a possible crossing point. The problem is an unsupported German unit can be herded just like the Germans herded units to create a corridor. In this case Totenkopf would be isolated and destroyed. This also means coordinating 2nd and 3rd Panzer Armies not to attack within two hexes of where Totenkopf is planned to occupy in the end. This is because retreated units will block Totenkopf from getting to the objective.
So that means that 2nd and 3rd Panzer armies will need to advance in unison with elements of the 1st Panzer Army. Coordinating the turn advancing units one by one to critical junctures. This represents a difference from a team game where units would be moved asynchronously with separate players moving units during their mini-turn. I am not sure this plan could be executed well in a multiple player game.
One thing in particular are the strengths of the units in CV within the strong points of the rough hexes and the Tereshka rivers. These units were able to fortify to level 1 in one turn and thus it is high probably these hexes contain have corps level units. The plan also depends on not to attack any units that could displace and occupy hexes before Totenkopf arrives. The consequences of attacking the wrong units too early are that the Soviet retreat paths occupying critical hexes next to where Totenkopf is planned to occupy.
The other part of the plan is that 7Pz can either join 2nd and 3rd Panzer armies or retreat back to 1st Panzer army. One key objective is to flip the airbase at 147,67 on the way. If retreating back afterwards, then route to 148,68, or to 148,67. The same point about 2nd and 3rd Panzer armies not attacking within two hexes applies here as well.

"What gets us into trouble is not what we don't know. It's what we know for sure that just ain't so"