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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 3 DP default: +1 Attack and +2 Strength on every World Eaters unit that charges, with no keyword restriction and no cap, in exchange for your entire Detachment Points budget.
The 1 DP daemon engine detachment: terror auras on your walkers, a 15 point upgrade that makes any World Eaters vehicle count, and the faction's only Unique Tag.
1 DP plus 2 DP is exactly the Strike Force budget, and this army is entirely legal, despite one detachment saying it cannot be taken with another ONSLAUGHT detachment and the other having ONSLAUGHT in its name.
The 1 DP Terminator detachment, and the only way in the faction to get a third Blessing of Khorne running at once.
The 2 DP horde detachment: Jakhals and Goremongers become Battleline, and three once-per-battle auras radiate off your biggest Khornate war engines.
The 2 DP mechanised detachment: anything that disembarks gets +1 to charge rolls and [lance] until the end of the turn, which is the faction's real answer to crossing the table.
The faction's most straightforwardly strong 3 DP army: Terminators that hit with a third Blessing of Khorne, delivered by the detachment that fixes their eight inch move.
The 2 DP allied detachment: bring Blood Legions daemons up to a points cap, and ramp Blood Tithe points into permanent army-wide abilities.
The 2 DP possessed detachment: being shot moves you forward, turning your opponent's shooting phase into your advance.
The character-and-possessed 3 DP army: your leaders and the units they lead get buffed by the same two detachments, and being shot moves the whole thing forward.
The 1 DP character detachment, and the home of Archslaughterer, the one enhancement that turns on every Blessing of Khorne at once.