Re: Taticts against Night Goblins
Several of my friends love Fanatics, so we've all learned to cope pretty well.
I agree about setting the Fanatics loose as soon as possible. Although Terradons are more expensive, they work well for this role because they can get to the enemy so much faster. Chameleons can get there on Turn 1, as well, making them just as useful.
If possible, try to move your triggering unit so that they get within 8" of two Night Goblins units at the same time. More Fanatics in play at once means more chaos on his side of the field, and more chances for them to run into each other.
If his front line is a mix of Night Goblins and something else (Squig Herd?), try to land your Terradons/Chameleons in front of that unit, triggering the Fanatics by getting within 8" of the flank. Then, he either launches the Fanatics at you...leaving them right in front of his line...or out towards your main line, where they'll neither harm the Terradons nor your army (if you've triggered them soon enough).
While Chameleons and Terradons are the best at triggering Fanatics, Skinks and Skirmishers are good for protecting your Saurus. They can often shoot down the Fanatics; or, if it's really important to make sure the Fanatic doesn't move again, they can move into him - taking 2D6 S5 hits, but removing the Fanatic from the table.
Finally, if you have Wind Blast on a Skink Priest or Heavens Slann, you might be able to just blow one Fanatic into another.
For things other than Fanatics...
Depending on the size of the game, try putting the Blade of Realities on an Oldblood. Every hit means they need to pass a Leadership test or DIE. Against Elves? Not so good. But he should carve through that big unit of Trolls with no problem.
The Doom Diver is nasty...but those Terradons who triggered the Fanatics might be able to help you there. And, they're not so nasty that a Comet won't take care of them.
While Gobbos will outfight Skinks in CC point-for-point, a Skink-heavy list will be able to bring lots of awesome stuff to bear, including Krox, Skrox and Salamanders. One or two blocks of Saurus should be able to smash the remaining Goblins into the dirt.
Lastly, Stonecutter is right on with the terrain/deployment advice. The only thing I would add is that having bottlenecks on the battlefield also helps you even after the Fanatics are done, because it keeps the enemy from bringing superior numbers to bear against you. A bunch of one-on-one fights between Saurus and Goblins can only end one way.
Also, I think it's awesome that you play with your dad. My dad got a little overwhelmed when I tried to teach him.