Fanatics are released as soon as enemy come within 8" of their Concealing Unit, or the Concealing Unit moves to within 8" of the enemy. There is no choice here; all the Fanatics in a unit must be released as soon as enemy are within this distance. The movement of Fanatics forms an exception to the usual turn sequence, because their move is often triggered by an enemy unit moving towards them. The enemy might even be charging the Night Goblins, for example.
Whatever the situation, whether it is your turn or not, as soon as enemy are within 8" your Fanatics must come out. All movement is halted whilst the effect of the Fanatics is worked out. If a moving enemy unit triggers the Fanatics, its movement is halted 8" away. The Fanatics' attacks are worked out completely before the opposing player's Movement phase proceeds. A unit that has been halted because its movement has triggered the release of Fanatics cannot move further that Movement phase unless it has already declared a charge.
As flyers move in long, low swoops or hedge-hopping glides close to the ground, they are treated just like toot troops for the purposes of triggering Fanatics.
If, by whatever means, an enemy suddenly appears closer than 8" to the Night Goblins without ever being exactly 8" away (by means of a teleportation spell, for example), the sudden surprise causes each Fanatic to burst out in a random direction as described later for regular Fanatic movement. This can send the Fanatics whirling off in any direction, but they always come from the edge of their Concealing Unit. They can never cause damage to their own unit on the turn they emerge, even if they burst through the sides or rear.