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The structural change is Detachment Points. In 10th edition you chose one detachment; in 11th you get a DP budget of roughly 2 DP at 1,000 points and 3 DP at 2,000 points, and spend it on detachments that each cost 1 to 3 DP, so most factions can now combine detachments.
How to play Auric Champions in 11th edition: the 2-DP detachment that names one enemy unit a turn ahead, what the pack rewrote, and why Earning of a Name is the faction's best anti-monster tool.
Why the two Adeptus Custodes detachments that share a stratagem can never share an army, why Wahapedia's Detachment Point figure makes the list look legal, and what to build instead.
How to play Lions of the Emperor in 11th edition: the detachment that pays +1 to hit and +1 to wound for standing alone, why its Detachment Point cost is contested, and how to actually honour the 6 inch condition.
How to play Might of the Moritoi in 11th edition: the 1-DP detachment that makes Custodes walkers fast, what its two Upgrade enhancements actually do, and why it can never be taken alongside Solar Spearhead.
How to play Null Maiden Vigil in 11th edition: the 2-DP detachment that makes Prosecutors Battleline and turns off your opponent's stratagems through Battle-shock, and why it is our weakest-sourced Custodes page.
Our recommended 3-DP Custodes list: a generalist core that multiplies your Ka'tah stance, plus the 1-DP detachment that finally lets you run an action without giving up a scoring model.
How to play Shield Host in 11th edition: the 2-DP detachment that multiplies your Ka'tah stance instead of replacing it, why Vigilance Eternal may be the best stratagem in the faction, and what the pack changed.
How to play Silent Hunters in 11th edition: the 1-DP detachment that lets Sisters of Silence advance and still start an action, what nulling an enemy actually does, and why it is the safest detachment in the faction.
Why the most obvious Adeptus Custodes Dreadnought army in 11th edition is illegal, why it would be pointless even if it were not, and what to build instead.
How to play Solar Spearhead in 11th edition: the 2-DP armoured detachment that carries two rules and a keyword grant, why it makes Dreadnoughts into Characters, and why it can never be taken alongside Might of the Moritoi.
How to play Talons of the Emperor in 11th edition: the 3-DP combined-arms detachment whose two auras each buff the other half of your army, why it can never take a partner, and what the pack changed.
How to play Tharanatoi Hammerblow in 11th edition: the 1-DP detachment that makes an Allarus teleport charge reliable, what the ingress trigger actually says, and why it can never be taken alongside Lions of the Emperor.