This has a few nice advantages:
* Breadth first is trivially broken up to iterate over multiple frames, amortizing the cost of visiting each tile
* It reduces the worst case as the number of enemies scales up but the destination counts are low.
* The implementation in general is very simple
* You can still early terminate if you keep track of the farthest distance a pathfinding layer needs to satisfy.
* No pathological, worst case situations where a playfield becomes very expensive to pathfind. An open field is the worst case.
I first used this in Robokill, a flash game which often had 20+ enemies on the same screen tracking the player. I estimated at the time that it cost about as much as doing A* on ~5 enemies.
In games, the worst (common) case is basically all that matters - a constant 60fps is significantly better than 100fps dropping to 30fps occasionally.