The default basis for most defensive lineups (with a lot of variants) is:
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- - - -|- - X X X - -|- - - -
- - X -|- X - - - X -|- X - -
- X - -|X - - - - - X|- - X -
Common variants:
1) Replace the two safeties (the guys next to the wide zone markers, back behind the linebackers) with one middle linebacker (right behind the lineman in the middle) and one safety behind him, either immediately behind in a T-formation with the line, or one square behind that. This is good when you've got both a speed deficit and a shoddy line: the opponent can get in, but they have to pick a side and stick with it.
2) Move the two players in each wide zone, and maybe even the entire backfield back one square. This protects against the Quick Snap, but makes it easier to punch a hole in the backfield and get deep. The major factor here is your personal risk tolerance, but another issue is the relative awesomeness of your inside linebackers vs. the relative toughness of your outside linebackers and safeties (who also become blitz-targets if you move only the wide-zone guys back) vs. your opponent's blitzing ability. If you don't think they can break through, it's worth hazarding the Quick Snap to hold them at the line or one behind it, as succesful jams are the key to defensive TDs, which is in turn the key to team development for ALL BB teams (game tempo, while relevant, is overrated). If you think they'll probably find a way in no matter what you do, then making it easier for them could lessen the pain, while leaving your players deeper to assist recovery.
3) Just move the safeties back. This means that your opponent can break through by getting a knockdown on the blitz, but if you think they'll get in anyway (Leap, say), it's nice to have that extra square.
4) Move everybody but the linemen waaaay back. If your Skaven are up 2-1 on Orc turn 6 of the second half, but you're down to six men, this is how you defend both your lead and your lives. A very fast team (Skaven, Woodies) can also use this strategy early to force an offense to build a strong side and define an attackable cage, leaving your resources available to target key spots. Particularly useful if you're relying on Journeymen, as the linos do tend to take disproportionate damage in this strategy.
5) Stack the Line with 5 men. Only do this if your opponent can't compete with your best 5 guys on the line and they can't field nearly as many as you can. In that case, that free square may be an improvement roll by another name.
Offense? Ask someone else. Winners kick. Losers receive. Fitting, huh?