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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 you can now combine detachments.
How to play Cabal of Chaos in 11th edition β the 1-DP support detachment that makes your Psykers and non-Khorne Daemon Princes genuinely dangerous when they take a Dark Pact.
How to play Chaos Cult in 11th edition β the 2-DP detachment where mortal cultists make Desperate Pacts to move faster, and Traitor Guardsmen become Battleline.
How to play Creations of Bile in 11th edition β the 3-DP detachment whose Experimental Augmentations are chosen once, at the start of the battle, for your whole infantry force.
How to play Cult of the Arkifane in 11th edition β the 2-DP detachment that turns every Chaos vehicle into a Daemon with a 5+ invulnerable save.
How to play Deceptors in 11th edition β the 2-DP Alpha Legion detachment that gives Legionaries and Cultist Mobs free Infiltrators, and a Chaos Lord who arrives inside a squad.
How to play Devotees of Destruction in 11th edition β the 1-DP support detachment that gives Havocs and Obliterators the Heavy ability, and the cheapest real upgrade in the faction.
How the 2+1 DP pairing of Dread Talons and Murdertalon Raiders works in 11th edition, and why the pairing that looks better on paper is illegal.
How to play Dread Talons in 11th edition β the 2-DP Night Lords fear aura, and the untagged alternative to Nightmare Hunt when you want jump packs alongside it.
How to play Fellhammer Siege-host in 11th edition β the 2-DP Iron Warriors detachment that subtracts 1 from Wound rolls for high-Strength shooting, and the one CSM detachment the Faction Pack never mentions.
How to play Huron's Marauders in 11th edition β the 3-DP Red Corsairs detachment that grants your infantry one ability each Command phase, and both of them wherever Huron Blackheart can see.
How to play Murdertalon Raiders in 11th edition β the 1-DP jump-pack detachment that preys on broken and thinned units, and the NIGHTMARE tag that blocks the pairing everyone reaches for.
How to play Nightmare Hunt in 11th edition β the 2-DP fear detachment with four stacking clauses, and the NIGHTMARE tag that keeps it away from Murdertalon Raiders.
How to play Pactbound Zealots in 11th edition β the 3-DP default core, how each Mark of Chaos changes your Dark Pact payout, and the two Restrictions the Faction Pack tightened.
How to play Renegade Raiders in 11th edition β the 3-DP detachment that gives every ranged weapon Assault and adds armour penetration against anything standing on an objective.
How to play Renegade Warband in 11th edition β the 2-DP detachment that deletes your army rule in exchange for Assault, a hate mechanic, and a doctrine you choose as you move.
How to play Soulforged Warpack in 11th edition β the 2-DP detachment where Daemon Vehicles take a worse Dark Pact roll in exchange for a much larger payout.
How to play Veterans of the Long War in 11th edition β the 2-DP Black Legion detachment that names one enemy unit each turn and re-rolls the whole army's hits against it.
How to play Warpstrike Champions in 11th edition β the 2-DP detachment that picks your Terminators, Obliterators and Mutilators back up at the end of your opponent's turn and redeploys them.