If both sides have creatures which can fly then it becomes more important to keep track of models which are flying high. All models that are currently flying high above the battlefield are kept aside so that they can be seen.
Any model which is already flying high at the start of its turn can attack any enemy model which is also flying high. The attacker nominates his target when he declares his other charges at the beginning of the movement phase and the two models fight hand-to-hand combat exactly as normal. Once the two creatures have fought they are separated again and are both free to move or attack once more in their following turns. Aerial combat is therefore much more fluid than combat on the ground. There is no winner or loser as such, and unless one combatant is slain both models are free to either move onto the battlefield or continue to fly high above it in their following turn.
Any model flying high at the start of its turn may shoot a bow or other missile weapon at any other model which is also flying high, unless it has already decided to attack in hand-to-hand combat. Shooting is worked out exactly as normal, at maximum range for the weapon used. It is assumed both shooter and target are moving at their maximum movement rate.