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In 11th edition you spend a Detachment Points (DP) budget rather than picking one detachment. The budget scales with game size: roughly 2 DP at 1,000 points (Incursion) and 3 DP at 2,000 points (Strike Force). The Munitorum Field Manual points at the Warhammer 40,000 app for the exact figures, so confirm them there.
How to play Abhuman Auxiliaries in 11th edition: the 1-DP detachment that lets Commissars order Ogryns, Bullgryns and Ratlings, what its two 10-point Upgrades actually do, and why it can never be taken alongside Grizzled Company.
How to play Armoured Infantry in 11th edition: the 2-DP detachment that adds a seventh Order, what the Armoured Skirmisher keyword excludes, and the enhancement everyone mistakes for part of the army rule.
How to play Bridgehead Strike in 11th edition: the 1-DP detachment that makes Scions BATTLELINE, why the +1 to hit is broader than 'arriving from Reserves', and why Priority Drop Beacon is an enhancement rather than a stratagem.
Our recommended 3-DP Guard list: a generalist core that works with whatever models you own, plus the 1-DP detachment that finally makes a shelf of Ogryns and Ratlings do something specific.
How to play Combined Arms in 11th edition: the 2-DP generalist that gives infantry and tanks [LETHAL HITS] against different targets, and the right place to start your first Astra Militarum army.
How to play Designation Force in 11th edition: the 1-DP detachment that marks enemies for your gunline, why Signal Flares reaches more than Sentinels, and why it can never be taken alongside Recon Element.
How to play Grizzled Company in 11th edition: the 3-DP detachment that gives every Officer an extra Order, the three enhancements that add whole new Orders, and why it can never be paired with anything.
How to play Hammer of the Emperor in 11th edition: the 2-DP detachment that replaces your tanks' Advance roll with a guaranteed 6 inches, and the one Guard detachment the Faction Pack does not touch at all.
How to play Mechanised Assault in 11th edition: the 2-DP detachment whose whole rule is one sentence, and why it pairs freely with both recon detachments despite sharing their Force Disposition.
How to play Recon Element in 11th edition: the detachment whose rule the Faction Pack completely rewrote, why our sources disagree about whether it costs 2 or 3 DP, and why it can never be taken with Designation Force.
The strongest thematic 3-DP Astra Militarum pairing: a bombardment that punishes anything more than 12 inches away, and the cheap scouts whose whole job is finding things at that range.
How to play Siege Regiment in 11th edition: the 2-DP detachment with a three-option bombardment chosen every battle round, the 12-inch condition that switches it off, and why it pairs best with Designation Force.
How to play Steel Hammer in 11th edition: the 2-DP detachment that lets a Baneblade shoot whatever charged it, the Keywords rule that turns super-heavies into Characters, and the proviso that switches the whole thing off.
Two detachments printed in the same pack a few pages apart, both about Commissars commanding Ogryns, and blocked twice over: 4 DP against a 3 DP budget, plus a shared ABHUMAN tag.
The Astra Militarum's best trap: two recon detachments that cost exactly 3 DP, read as complementary rather than redundant, and were just made to look affordable by an official points decrease. The RECON tag blocks it anyway.