So your shopping list looks something like this?
Chaos Lord on Manticore
Dark Elf Sorceress
Warriors of Chaos Battalion (x2)
Chaos Chariot
Skullcrushers of Khorne
Not a bad start

However, I'd recommend dropping the Manticore lord and picking up the Khorne Chaos Lord on Juggernaut instead. Not only is he a lot nicer of a model (
IMO) and a little cheaper money-wise, he's also a little more reliable/survivable on the tabletop, while still being a total meatgrinder of a dude.
As for a list, your starter isn't far off, though I agree with Welshy on many points. I think a decent skeleton given the models above (with jugger swapped in) looks something like this:
Chaos Lord -
MoK, [magic weapon], [dawnstone or heavy ward], charmed shield, soulstealer, [moar gifts], juggernaut
6 S5 attaks backed up by T5 W4 1+ armor (discard the first cannonball snipe) that can heal wounds he causes in combat ... and that's before adding in a magic weapon, more protection, and ignoring all the damage the jugger can do!
Chaos Sorceress - level 2 [lore?], [ward save], chaos familiar
Three spells of whatever lore you go with - a choice that may be dictated by your mark or lack thereof (if you go MoT I'd consider Lore of Metal over Lore of Tizz) - with a 4+ armor before adding in other defense.
Exalted Hero -
BSB, [defensive gear]
You want this lad for his LD rerolls, along with combat punch. Easily converted from a warrior or random cool model you find somewhere - basically, a badass with a flag. You want defense more than anything, as he's pretty punchy without fighty gear, but everybody wants him dead.
23 Warriors - full command, halberds, shields
Halberds ftw, likely converted using the lances off the knights. You'll need more I suppose ...
20+ Marauders - full command, [???]
Going to depend on available points to see how many you can afford and equipped with what. Flails or shields I'd say.
Chariot
5 Warhounds
5 Warhounds
5 Knights - musician, ensorcelled weapons
5 Knights - musician, ensorcelled weapons
3 Skullcrushers - musician, ensorcelled weapons
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2000
As you can see there are a number of unknowns, which are easier to fill in once you have some points filled in. But the concept is the juggerlord rides with the skullcrushers, forming your Brutal & Obvious Kill Unit, backed up by the
BSB + warriors, who are absolutely brutal with halberds, particularly when run 6-wide (hence they start at 24 with the exalted). The knights work in combination with the harder units, hitting the flanks or combo-charging together, or providing working the flanks of the board in search of soft-ish targets. They're great units, but don't often want to grind a significantly larger/tougher unit by themselves. The chariot likewise helps out the main units or the knights, providing combo- and counter-charge pressure.
Meanwhile the sorceress either hangs out in her personal marauder bunker (if you can only afford 20 with shields) or heads into the front lines with the warriors or a more significant marauder mob (say 30 with flails) or simply free balls it and runs around by herself, trusting in
LOS! rolls and her ward save. And the dogs likely die doing their chaffly duties.
Really, the marauders are the stickiest part of the battalion box. They used to be total sex in the last book, but received some brutal price hikes in the new book, making the old builds (hordes of great weapons) too expensive to work. That said, they can still do useful things, even as simple as keeping the sorcerer company and holding a standard. I'm interested to see someday how flails still work on them, yet even the lowly shield could work.
Clearly marks make the marauders better ... but also more expensive. This goes across the army. Whatever marks you end up choosing, I would recommend not putting
MoK on the warriors. It's awesome on the chariot, pretty brutal on the knights, and way expensive on the marauders, but the automatic overrun of Frenzy is too much on the warriors, your bunker unit that you want to keep control of. I'd say the same for the marauders if you intend on having the sorceress in there.
Anyway, hope that helps with your opening list building!
EDIT
Forgot to add: always always always take a musician, before considering other command options. Standards I put on units large enough to protect them and that need the +1
CR. Champions I take when the unit needs to either protect its own unit-killer characters or bog down enemy unit-killer characters (which generally means in units large enough to tarpit things - i.e. has ranks).
WoC gets a caveat on champs, as their auto-challenge can get them in sticky situations ... but they can challenge before characters, keeping your sorceress from getting herself vaporized too quickly.
- Salvage