https://1d6chan.miraheze.org/wiki/Kroot_Conga_Line#The_Moment_of_Glory
The board was a standard 72-by-48 inches large tabletop.
The White Scars player kept everything in reserve. Unlike 6th edition, this wouldn't instantly kill him by itself, that rule didn't exist yet, so he could still take his first turn with nothing on the board.
The Tau deployment didn't take long either. The Kroot, using their Infiltrate rule, deployed inside the White Scars deployment zone. Normally they're restricted from deploying within 12 inches of the enemy, but with no enemies actually deployed on the entire board there was nothing stopping 30 Kroot Warriors from running up to the enemy's table edge if they so desired.
After stringing his Kroot along the White Scars' table edge (not hard with 30 Kroot in 2-inch unit coherency), legend says he ended his turn and declared himself the winner of the game. Without Khan's Scout and Outflank rules, the White Scars could only come in from Reserve by the unpopular "walk on" method. But since walk on follows the rules of normal unit movement, i.e. not allowed to cross within 1 inch of enemy models, and with his entire table edge covered in Kroot, there was nowhere on the board the White Scars could actually walk on from.
The White Scars player flagged down a judge, and together they pored through the rulebook, looking for some kind of out that would let the White Scars actually play. Legend says the judges were sick and tired of this guy anyway, but it hardly matters. The Tau were winners by default, as the White Scars couldn't take any turns, contest any objectives, or battle and kill any Tau.