No, they don't
Before I continue the discussion, I will highlight C.5 - which is a top runner for "Most misplaced rule award". According to this, a unit is always in one specific hex even when LOS is drawn to a vertex or hexside. In the case of snapshot, it is in the hex entered. And this is true for all purposes, including range of enemy units, possible PBF/TPBF, CA etc. With this in mind, we can continue...
A8.15 Says "...may claim a Snap Shot if it can trace a LOS to an entire hexside (even if that hex side is part of a blind hex that is out of the firer's LOS)...
Correct, but "blind hex" is what you get from firing over an obstacle. Not that it matters much, as my point is that the LOS would be blocked if not for A8.15.
this combined with:
B9.2 A wall/hedge hexside never blocks LOS to any portion of its own hex even in the case of Snap Shots or vs Bypassing units on the opposite side of that hex.
And this sentence has
nothing to do with the example we discuss. I know it is very easy and common to think so, but still, it has nothing to do with what we discuss.
The reason is that B9.2 says that the wall/hedge never blocks LOS to any portion
of its own hex. But we discuss an example where the wall is between N3 and N4, while the unit is in N2. So even if the Snapshot draws LOS to the N2-N3 hexside, it does so to the N2-side of that hexside - thus
not to the wall's own hex.
As a proof of this important distinction, assume the unit entered N2 from N3, but now using bypass along the N2-O3 hexside. You want to attack it from N7, at the N2-N3-O3 vertex, which happens to be part of the hexside we're discussing for the snapshot. However an attack vs the N2-N3-O3 vertex is blocked by the N3-N4 wall hexside, because the unit is in N2 even though LOS is drawn to a vertex of the wall's hex.
This is not only something I say, but it is also explicitely stated in the third sentence of the B9.21 example.
But lo and behold, while LOS is blocked to the N2-N3-O3 vertex, LOS seems to be free to the entire hexside which covers that vertex - due to A8.15, but contary to B9.2.
Using page B7 illusitration:
the 6-2-8 in 6Z7 could be shot at with a Snap Shot by the 8-3-8 in 6X6 as it moves to 6AA8, as this meets all the requirements/restrictions of the pertinent rules sections.
Assume the "offending" part of A8.15 didn't exist, the answer would be that the Y7-Z7 hedge would block the LOS to the AA8-Z7 hexside, if (and only if) the target unit was considered to be in AA8, and not in Z7. So this is true for a unit bypassing the AA8-Z7 hexside in AA8 (assume the grain was woods), and would be true for a snapshot when a unit entered AA8 - if not for the (somewhat ambigious and broken) sentence in A8.15.
LOS can be traced through the hedge to the entire Z7/AA8 hexside because it is traced through the hedge that is part of the same hex as the Z7/AA8 hexside, allowed by B9.2.
It can be traced to the Z7-AA8 hexside, but not to the AA8-Z7 hexside. The hexside is the same, but the target hex is different - that is this is what C.5 gives us, and it is important for many rules, one of them B9.2, but I accept that A8.15 overturns this.
Another example: Assume Z7 had some in-hex terrain
not mentioned by A8.15.
First, assume it was Orchard. Since Orchard only adds Hindrance for fire
through its hex, the hindrance is added vs the AA8-Z7 hexside snapshot if the unit moves from Z7 to AA8, but not if it moves from AA8 to Z7.
Second, assume it was Jungle. Since Jungle adds TEM for fire to its own hex and blocks LOS through its hex, the snapshot is blocked if the unit moves from Z7 to AA8, but uses Jungle TEM if it moves from AA8 to Z7.
A hexside is a PORTION of the hex who's side it forms as defined in the index.
Hex(the area inside the six hexsides which compose a hex, including those hexsides and their vertices)
LOS to Hex AA8 is irrelevant for this as laid out in A8.15.
I agree to all of this (almost), but LOS to AA8 is relevant for B9.2 and most other rules.