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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 exact figures.
The most survivable 3-DP Thousand Sons army: a 4+ invulnerable save against shooting on half your list, a heal every time a Ritual lands, and daemon casters that let you reach the army rule's ceiling.
How to play Changehost of Deceit in 11th edition: the 2-DP detachment that lets you field Tzeentch daemons alongside the Sons, the points caps that govern how many, and the two auras that make the alliance worth taking.
How to play Grand Coven in 11th edition: the 3-DP detachment with three once-per-battle army-wide psychic turns, the only way to cast Doombolt twice in a phase, and the enhancement whose points went up.
How to play Hexwarp Thrallband in 11th edition: the 3-DP detachment where holding objectives expands the area your magic works in, why the Flow of Magic bonus replaces the re-roll rather than stacking with it, and why Noctilith Mantle is a genuine trade.
How to play Ritual of Regeneration in 11th edition: the 1-DP detachment that heals a unit every time you manifest a Ritual, why it keys off manifesting rather than attempting, and why it is the best first detachment in the faction.
How to play Rubricae Phalanx in 11th edition: the 3-DP detachment whose one-sentence rule makes Rubric Marines nearly immune to small-arms fire, exactly what unmodified Damage 1 means, and why this is our least-well-sourced Thousand Sons page.
How to play Sekhetar Cohort in 11th edition: the 1-DP detachment that gives Sekhetar Robots psychic attacks, why the accuracy aura sits on your Sorcerer rather than on the robots, and why both enhancements are character upgrades.
How to play Servants of Change in 11th edition: the 1-DP detachment that makes Tzaangors Battleline, why its detection clause points outward rather than protecting you, and why it can never be taken alongside Warpmeld Pact.
The one illegal Thousand Sons pairing, and the reason it catches good players: 2 DP plus 1 DP is exactly the budget, both detachments are mutant-themed, and nothing in the arithmetic warns you.
Our recommended first 2,000-point Thousand Sons army: 2 DP plus 1 DP for exactly 3 DP, where a single positioning habit switches on both detachment rules at once.
How to play Warpforged Cabal in 11th edition: the 2-DP detachment whose whole value turns on one word, why a Psyker within 6 inches triples your re-rolls, and the stratagem whose command point cost went up.
The mutant army you can actually field: 2 DP plus 1 DP for exactly 3 DP, pairing the detachment that pays for its bonuses in mortal wounds with the only one that hands wounds back.
How to play Warpmeld Pact in 11th edition: the 2-DP detachment that buys wound-roll swings with your own models' lives, why the rule was rewritten by the current pack, and why it can never be taken with Servants of Change.