Scouting Opponents
How coaches scout an opponent from film and box scores: what to chart, how to avoid small-sample traps, what goes in a report, and how a small staff can do the job in a few hours.
Imagine a defensive coordinator who spent Sunday night watching an opponent's last three games. By Monday morning he can tell you something specific: on third down with five yards or fewer to go, the opponent lined up with three receivers and a single back about nine times out of ten, and the pass went to the quick side of the field on most of them. He cannot say what the opponent will do on any single play, and nobody can. But he can say what to expect, and that is enough to change the way his team practices on Wednesday.
Scouting is the habit of turning an opponent's past games into useful expectations. It is one of the oldest parts of coaching and one of the easiest to do badly, usually by collecting more information than anyone can use. This guide describes how to scout an opponent at any level, what to look for, how to put it on paper, and how to avoid the mistakes that make a scouting report look impressive and change nothing.
What scouting is for
A scouting report exists to answer a handful of practical questions:
- What does this team want to do? Its identity: run-heavy or pass-heavy, fast or slow, simple or complicated.
- What does it do in specific situations? On third down, near the goal line, backed up, in the two-minute drill.
- Who are the players who matter? The ones who must be accounted for on every snap.
- Where is it weak? The matchups and plays that gave opponents trouble.
- What will surprise us? The unusual formations, trick plays and special teams looks.
Everything else is decoration. A coach who cannot connect a piece of information to a decision about practice or the game plan should leave it out.
Where the information comes from
The sources depend on level, budget and the rules that apply.
- Game film. The core source at almost every level. Many leagues and conferences arrange film exchanges, in which teams share their game video, and many high school programs use video-sharing platforms for the exchange. The mechanics vary by league, so find out how it works in yours.
- Your own film against similar opponents. Games you played against teams with a similar style are often the best evidence of what your opponent will try against you.
- Statistics and box scores. Totals, scoring by quarter and results can help prioritize which games to watch first. On this site, scores, standings and leaders can give you a quick sense of how a team has been performing.
- Live scouting. Some programs send someone to watch an opponent play. Rules on in-person scouting differ among leagues and associations, and some restrict it, so check before you rely on it.
- People. Coaches who have played the opponent, local reporters and former players can offer context. Treat what you hear as a lead to verify on film, not as a fact.
The film itself: what to chart
Watching a game is not the same as scouting it. Scouting means watching with a plan and recording what you see. The standard method is a cutup: each play is logged with a set of attributes so patterns can be counted. For a longer discussion of watching film as a coach, see film study: what coaches and players look for, and for software that helps, see video review tools for coaches.
For each offensive play of the opponent, a typical log includes:
| Attribute | Why it matters |
|---|---|
| Down and distance | The basis of nearly every tendency |
| Field position | Plays change near the goal line and when backed up |
| Hash mark or side of field | Teams often favor a side |
| Formation | The number of backs, tight ends and receivers and how they line up |
| Personnel grouping | Who is on the field, which can signal run or pass |
| Motion or shift | A tell, or a setup for a particular play |
| Play type and direction | Run or pass, inside or outside, left or right |
| Result | Yards gained, first down, turnover, penalty |
| Pass protection and routes | Who blocked, who was targeted, what concept |
For a defense, the log changes: front, coverage, whether the team blitzed and how many rushed, who was involved, and what happened. For special teams, note the formation, the kicker's direction and distance, the return scheme and any fakes.
A beginner often logs too much. If you are scouting with a small staff, start with five columns: down and distance, formation, play type, direction and result. You can add columns later if the first five leave important questions open.
From data to tendencies
Raw logs become useful when you group them. A tendency is a pattern that appears often enough to rely on. Examples include:
- What the team does on first down with the ball in the middle of the field.
- How often it runs on second and short.
- Which formations it uses on third and long.
- Whether a certain motion usually precedes a particular play.
- How it protects against blitzes and who gets the ball when pressure arrives.
Look for two kinds of information. The first is frequency, meaning how often something happens. The second is effectiveness, meaning how well it works. A play the opponent runs a lot but that rarely succeeds is less worrying than one it runs a little but that regularly produces big gains. The guide to third-down strategy is a good example of a situation where both measures matter.
A short hypothetical shows the idea. Suppose you chart six games and find the following on third down with four yards or fewer to go.
| Formation | Times | Run | Pass | First downs gained |
|---|---|---|---|---|
| One back, three receivers | 14 | 2 | 12 | 9 |
| Two backs | 8 | 7 | 1 | 3 |
| Empty backfield | 5 | 0 | 5 | 2 |
A table like this does not tell you what will happen on a given play. It tells you where to put your practice time. If the opponent almost always passes from the one-back look and almost always runs from the two-back look, your defense can rehearse specific calls for those looks and spend less time on situations that rarely occur.
Turning the chart into a practice plan
The point of the chart is what you do with it on Tuesday and Wednesday. Using the hypothetical table above, a defensive staff might draw four conclusions.
First, the one-back, three-receiver look is where the opponent is dangerous on third and short, because it passes from that look most of the time and converts most of the time. The staff picks a coverage and a pressure for that look and rehearses them until the defense can line up without thinking.
Second, the two-back look is a run look, so the staff plans to commit extra help near the line of scrimmage when it appears, and prepares for the occasional pass off the same look.
Third, the empty backfield is rare and always a pass, so the staff does not spend much time on it, but it makes sure every player knows the call.
Fourth, the staff asks what could make the opponent change. If the offense has the lead, it may run more. If it falls behind, it may spread the field. The plan includes an adjustment for each case.
That is a complete cycle: chart, group, decide, rehearse. Each step is simple. The value comes from doing all four every week.
Scouting the kicking game
Special teams are easy to skip because they take up few snaps, and they are one of the best places to find an edge. Watch how the opponent punts: whether the punter kicks directionally, how long the ball hangs, how fast the unit gets the ball off, and whether the protection is a spread or a tight shield. Watch how it returns kickoffs and punts: which scheme it uses, who the returner is and whether he tends to fair catch. Watch the field goal unit for the snap-to-kick time and for any history of fakes. A single note, such as "punter drifts left and kicks short to the left side," can set up a block or a return.
Beware of small samples and changed circumstances
Scouting has real limits, and the best scouts are honest about them.
- Small samples. If an opponent has done something three times, that is a hint and not a rule. The fewer plays in a category, the more careful you should be about drawing a conclusion.
- Different opponents. What a team does against a much weaker or much stronger opponent may not carry over. A team that ran the ball every down while leading by thirty may not do so in a close game.
- Changes during the season. Injuries, a new starting quarterback or a change in play-caller can alter a team's habits. Weight recent games more heavily, and ask whether anything has changed.
- Game plans, not habits. Some of what you see is a plan built for a particular opponent that the team will not repeat against you. The more games you watch, the easier it is to tell habits from one-week plans.
- Self-adjustment. An opponent that watches your film will also adjust. The more predictable you are, the more likely it is that a tendency is already being used against you.
For these reasons, a good report says "usually" and "often," not "always," and flags when a pattern rests on only a handful of plays.
The self-scout
Every staff should also scout itself. A self-scout applies the same method to your own games, asking what tendencies an opponent would see. If you pass on 90 percent of third downs from a certain formation, an opponent who watches your film will know it. The purpose is not to change everything. It is to decide which tendencies you want to keep, which you should break on purpose and which you need to disguise. Many coaches do a self-scout at the midpoint of a season and again before important games.
Building the report
A scouting report has at least two audiences, and they need different documents.
For the staff, the report can be detailed: tendencies by situation, personnel notes, formation breakdowns and a list of the plays that hurt other teams. It can include clips for the meeting room.
For the players, the report should be short and visual. A one- or two-page summary that covers the opponent's identity, the three or four plays or looks to expect, the dangerous players and a few reminders is usually enough. Players can only act on a limited amount of information, and a long document teaches them to ignore it.
A useful structure for either document:
- Overview. Style, strengths and weaknesses in a few lines.
- Offense. Personnel, formations, tendencies by situation, key plays, key players.
- Defense. Fronts, coverages, pressure tendencies, key players.
- Special teams. Kicker, punter, returners, schemes and fakes.
- Keys to the game. A short list of what has to go right for your team.
Video examples carry more weight than words. Pair each major point with a short clip so players can recognize it on the field. Then rehearse it: the scout team should run the opponent's top plays and formations in practice, so the first time your players see them is not on Friday night. Most of the preparation described in building a game plan, week to week depends on a report that is accurate and short enough to use.
Scouting with a small staff
Not every program has a full-time analyst or a room full of graduate assistants. A small staff can scout well by being disciplined.
- Pick three games. The most recent, the one most similar to the game your team will play, and one against a comparable opponent.
- Limit the questions. Decide before you watch what you need to know, such as the opponent's top three formations on first down or its coverage on third and long.
- Divide the work. One coach takes offense and another takes defense. A third, perhaps a volunteer, charts special teams.
- Set a time box. A few hours of focused work beats a weekend of unfocused viewing.
- Write one page. If the information does not fit on one page for the players, it is too much.
Rules, ethics and common sense
Scouting is a normal and expected part of football, and most of it involves nothing more than watching film. Some practices cross lines the rules prohibit, such as using recording equipment to capture an opponent's signals, or watching a practice you were not invited to. The rules differ by league, conference and state association and can change, so find out what applies to your team. A program that is unsure should ask its league office or association before doing anything unusual.
Common mistakes
- Collecting without using. If no decision changes because of a data point, the point is a distraction.
- Overreacting to one play. A single long run is not a tendency.
- Ignoring your own strengths. A scouting report should help you play your game better, not tempt you to abandon it.
- Showing players too much. More information does not produce more understanding.
- Forgetting special teams. A fake punt or an unusual return scheme can decide a close game.
You can start the process of scouting your own league by looking at the teams listed for your level and following the games of the opponents you will meet. Even a quick look at their recent results can help you decide which games to watch first.
The short version
- Scouting turns an opponent's past games into expectations that change how you practice and play.
- Film is the core source. Log each play with a small set of attributes, starting with down and distance, formation, play type, direction and result.
- Look for both frequency and effectiveness, and be honest about sample size.
- Scout yourself as well, so you know what an opponent will see.
- Give the staff a detailed report and the players a short, visual one with clips.
- A small staff can scout well by choosing a few games, asking specific questions and keeping the output to a page.