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.
Sprue Sentry strategy commentary for 11th edition, not official rules. Games Workshop updates points and rules regularly; always confirm against the current official rules and latest update before a game.
Grand Coven is the Thousand Sons sorcery flagship: a 3-Detachment-Point whole-army package built around three enormous, once-per-battle psychic turns. It reflects Warhammer 40,000 11th edition (Thousand Sons Faction Pack v1.2, legal for matched play from 26 August 2026).
At 3 DP it fills a Strike Force budget on its own, so this page lists no pairings. In exchange you get six stratagems and four enhancements, and a detachment rule that is less a passive bonus than a hand of three cards you play across the game.
If you came looking for Cult of Magic, this is the page you wanted. Cult of Magic is a Great Cult, which is Crusade content, not a matched-play detachment; we previously published a page for it that described its rule as Kindred Sorcery, which is in fact this detachment's rule. That page has been retired.
It carries no Unique Tag.
Sourcing note. Faction Pack v1.2 does not reprint this detachment in full, but it rewrites two of its four enhancements by name. The rest is read off a community rules mirror.
This is SprueSentry strategy commentary, not official rules. Its Detachment Point cost, force disposition and enhancement points come from the official Munitorum Field Manual v1.3, read on 27 August 2026, and the Warhammer 40,000 app is the final word as points updates land. New to the army? Start with the Thousand Sons army guide.
Written by Sprue Sentry, grounded in the cited sources. Original commentary, not Games Workshop rules text.